Hey not sure if you managed to figure this out, but I ran into this problem today.
In your plugins folder, you need to create a “Shaders” directory, and add your .USF/H files in there.
Once you start to load the shader files, you’ll notice in the output that the engine is virtually mapping this folder to have an alternate name, in your case it’s /Plugin/PixelShader as seen from this line of the output you pasted:
/Plugin/PixelShader -> ../../../../../../Users/Admin/Documents/AnimatedAvatar/Plugins/DXPixelShader/Shaders
Now in your shader declaration macro you want to reference that virtual directory as the base for the shader file you wish to load in your case it would look like this:
IMPLEMENT_SHADER_TYPE(, FVertexShaderExample, TEXT("/Plugin/PixelShader/Private/PixelShader.usf"), TEXT("MainVertexShader"), SF_Vertex);