Cooking Project with Plugin implementing multiple Modules

I have a plugin which has two modules (Core & Shader), it is setup as below.
All the editor compiles and everything works uncooked, but when I try to launch the cooked game I get an error :

Plugin ‘MyPlugin’ failed to load because module ‘MyPluginShader’ could not be found. Please ensre the plugin is properly installed, otherwise consider disabling the plugin for this project.

Do you seen any obvious reason why the module would be missing ?
I thought that the sub module would be statically linked but it seems it was not ?

MyPlugin.uplugin

       ...
	"Installed": false,
	"Modules": [
		{
			"Name": "MyPluginCore",
			"Type": "Runtime",
			"LoadingPhase": "Default"
		},
		{
			"Name": "MyPluginShader",
			"Type": "Runtime",
			"LoadingPhase": "PostConfigInit"
		}
	]
}

MyPuginCore.Build.cs

        PublicDependencyModuleNames.AddRange(new string[] {
                "Core",
                "MyPluginShader",
        });

MyProject.uproject

 ...
	"Plugins": [
		{
			"Name": "ModelingToolsEditorMode",
			"Enabled": true,
			"TargetAllowList": [
				"Editor"
			]
		},
		{
			"Name": "MyPlugin",
			"Enabled": true
		}
	]
}

Seemed to be a problem with the project configuration.
I converted the Blueprint project to a C++ project and was able to package the game as expected