Restrict plugin to specific project?

Let’s say i use a marketplace plugin for my game that has a modding support. I’m planning to release a modding kit for the game as a project folder, but this means that inside of this folder, there’s going to be that marketplace plugin that people can just steal and use in their own projects.
Is there any way i can protect these plugins from being used outside specific project?

At least you should be able to remove C++ source code from the plugin, only keeping executable code / dlls and required assets.
But the DLLs still remain. I don’t believe, that there’s a way to bind the plugin code to a specific project (by name or whatever).
I found this one on marketplace: Blueprint Security in Code Plugins - UE Marketplace - doing similar for blueprints.

The Blueprint code can be locked - yes, but that still won’t stop someone from copying the plugin from the mod kit and using it in their own projects because it will load anyway.
P.S: the plugin you’ve sent requires it to be installed in order to use locked blueprints, which again, leads to the same issue of stealing plugin

As I said, this will just make it possible to hide your source code - but not the plugin itself from being copied over to a different project. Even if you’d write some code in the plugin to check for the project name, you could not avoid someone creating a project with that same name to be able to use the plugin binaries.
Let’s see, if someone else has a solution, but I doubt that it is possible at all.