It;'s not direct answer to what you looking for but i might direct you in some possible solutions based on my knowledge
There is way to disable export (by export i mean from uasset to fbx for example), it a option in package flags, PKG_DisallowExport :
You can set them in UPackage (in Unreal defintion, package is a file contain the asset, in case of editor is uasset), you can get asset package via Asset Registry:
https://docs.unrealengine.com/en-US/API/Runtime/AssetRegistry/IAssetRegistry/index.html
…in FAssetData (there ways to get it):
https://docs.unrealengine.com/en-US/API/Runtime/AssetRegistry/FAssetData/GetPackage/index.html
No there is no conventional way to disable plugin in content browser if you use assets in plugin, but there might be way to load assets in Asset Registry (as this what keep tracks of assets, Content Browser in reality is just it’s viewer) in unconventional way, way that Content Broser won’t show it, i would research Asset Registry APIs and UPackage APIs.
Keep in mind that uasset can be copied to other projects very easily, but i can see there might be way to package them more conventionally with UE4 APIs in the way that UE4 alone won’t be able to know how to load those assets, i would explore that. But if you do that you probably need to watch out on shipping build packaging, if this doesn’t mess up packaging process for your users
That said, regardless what method you use, if somebody is determent to get those assets and have skills they will do it. even if you do some kind of encryption, computer will beed a key to decrypt it and hackers can capture that key. So you can only make data miners life harder but you wont prevent them for getting data. But if you just want simple users to move assets there might be the way by messing with asset registry and packaging of assets.
I would also check compatibility with what you doing with marketplace guidelines, if it’s allowed by the rules.