No, just in /Windows/UGCExample/Mods…
The nuclear option for you (and I think I’ve done that at some point) would be to look in unreal source where are mods (plugins) discovered.
Looking at my engine tweaks, I had a good look at Engine/Source/Runtime/Projects/Private/PluginManager.cpp
, specifically void FPluginManager::DiscoverAllPlugins()
if you read this class and understand how it registers the mods/plugins, you can go through it with the debugger and diagnose your weird issue.