(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

But only happens when I put your plugin into the Plugins folder of my project, when I remove your plugin from my project it compiles fine again. But I will ask in the Gameworks integration thread and report back if I hear anything.

UPDATE:
Here is the answer from GalaxyMan2015 on the GameWorks thread:

I believe’s plugins have PhysX integrations right? If is the case, then you will need to add FLEX to the DependencyModuleNames of the Build.cs of’s plugin, I had to do myself for my project as I have some PhysX integration stuff, and it was complaining it couldn’t find Flex.h until I added FLEX to the module list.

And worked for me!!!