I take it your just building the project and not doing a debug build?
and for now i just went with using the unreal headers but manually made the dlls and libs in binaries from the unreal folder so i don’t need the plugin on at the moment while i transition the new libraries.
I delved into how unreal handles opencv and they have a few helpers to suppress warnings and so forth, but they don’t alter the opencv code like the tutorial.

if you delve in to UE code they have ifs to check if you are using open cv but as i am i removed them.
but the key was the pre and post opencv headers and the unreal hpp file.
this is the lib from my module being manually added, and i just copied the dlls into the binaries. I am currently working on having all the dll and etc in my module so i can upgrade things when i want etc. but loading dlls dynamically is not a straight forward process that i thought it would be
but i dont have opencv turned on anymore, but definetly look at the ue folder as some of the helper methods could be of interest to you and the opencv library in unreal is pretty complete on functionality, they just haven’t implemented 99% of it in the blueprint code and you have to code it.
hopefully it helps, sorry for the late reply and spellings just really slammed at work so i’ll do my best to keep an eye out for your posts but don’t expect instant reply
