Why: Epic's own engine layout puts third-party libraries under
Engine/Source/ThirdParty/, treating them as compile-time inputs
alongside the modules. Aligning the plugin with this convention keeps
all build inputs (modules + third-party) self-contained under Source/.
- Rename Plugins/PS_ViveVBS/ThirdParty/ -> Plugins/PS_ViveVBS/Source/ThirdParty/.
- Update SdkRoot in Build.cs to Path.Combine(PluginDirectory, "Source", "ThirdParty", "VBS_SDK").
- Update FilterPlugin.ini paths.
Validated by clean rebuilds of Editor and Game Win64 Development
targets, both exit 0.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>