Third Party Plugin Template LNK2019 Unresolved External Dependency for function in ThirdParty Module

I am trying to incorporate the api from a third party into my UE4 project. The Third Party company API is defined in a set of DLLs, Libs, and header files. I have created a plugin using the Third Party Plugin template. I have managed to get the ThirdParty folder inside the plugin to access teh functions inside the DLLs and LIBs successfully. However, I am unable to access those functions outside the ThirdParty module. Any reference to a function inside the ThirdParty module returns some version of "Unresolved external symbol “” referenced in function “”
The Plugin .build.cs is as follows:

using System;
using System.IO;
using UnrealBuildTool;

public class Eyegaze : ModuleRules
{
	private string ModulePath
	{
		get { return ModuleDirectory; }
	}

	private string ThirdPartyPath
	{
		get { return Path.GetFullPath(Path.Combine(ModulePath, "../ThirdParty/")); }
	}

	private string BinariesPath
	{
		get { return Path.GetFullPath(Path.Combine(ModulePath, "../../Binaries/")); }
	}

	public Eyegaze(ReadOnlyTargetRules Target) : base(Target)
	{
		//Type = ModuleType.External;
		PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;

		PublicIncludePaths.AddRange(
			new string[] {
				//Path.Combine(ModulePath, "/Public"), 
				ThirdPartyPath, 
				"C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Source/Eyegaze/Public",
				"C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Source/ThirdParty"
				// ... add public include paths required here ...
			}
			); 


		PrivateIncludePaths.AddRange(
			new string[] {
				//Path.Combine(ModulePath, "/Private"),
				"C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Source/Eyegaze/Private",
				"C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Source/ThirdParty"
				// ... add other private include paths required here ...
			}
			);
		
		PublicDependencyModuleNames.AddRange(
			new string[]
			{
				"Core","CoreUObject", "Engine", "InputCore",
				"EyegazeLibrary",
				"Projects"
				// ... add other public dependencies that you statically link with here ...
			}
			);
			
		
		PrivateDependencyModuleNames.AddRange(
			new string[]
			{
				"Core", "EyegazeLibrary"
				// ... add private dependencies that you statically link with here ...	
			}
			);
		
		
		DynamicallyLoadedModuleNames.AddRange(
			new string[]
			{
				//"EyegazeLibrary"
				// ... add any modules that your module loads dynamically here ...
			}
			);
		
		// Since the PCL module needs this, we also have to use these flags here
		bUseRTTI = true;
		bEnableExceptions = true;

		PublicAdditionalLibraries.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Source/ThirdParty/EyegazeLibrary/x64/Release/ExampleLibrary.lib");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/ThirdParty/EyegazeLibrary/Win64/ExampleLibrary.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/ExampleLibrary.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/efcomm.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/egfileio.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/EyeKeysDLL.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/facefinder.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/fgcamera.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/lctigaze.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/lctutil.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/lctVision.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/lctVisionC0.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/lctVisionC5.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/lctVisionC6.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/slabhiddevice.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/STMRangeL1.dll");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/lctgaze.lib");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/lctutil.lib");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/EyeKeysDLL.lib");
		RuntimeDependencies.Add("C:/Unreal Projects/TestSpace/Plugins/Eyegaze/Binaries/Win64/ExampleLibrary.lib");

	}
}

The ThirdParty module build.cs inside the plugin folder is:

// Fill out your copyright notice in the Description page of Project Settings.

using System;
using System.IO;
using UnrealBuildTool;

public class EyegazeLibrary : ModuleRules
{
    private string ModulePath
    {
        get { return ModuleDirectory; }
    }

    private string BinariesPath
    {
        get { return Path.GetFullPath(Path.Combine(ModulePath, "../Binaries/")); }
    }

    public EyegazeLibrary(ReadOnlyTargetRules Target) : base(Target)
    {
        Type = ModuleType.External;

        LoadEGLib(Target);
    }

    public bool LoadEGLib(ReadOnlyTargetRules Target)
    {
        bool isLibrarySupported = false;
        //bool bDebug = (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT);

        if (Target.Platform == UnrealTargetPlatform.Win64)
		{
            isLibrarySupported = true;

            // Add the import library
            PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "lib/lctigaze.lib"));
            PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "lib/EyeKeysDLL.lib"));
            PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "lib/lctutil.lib"));
            PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "x64/Release/ExampleLibrary.lib"));


            // Delay-load the DLL, so we can load it from the right place first
            PublicDelayLoadDLLs.Add("ExampleLibrary.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/ExampleLibrary.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/efcomm.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/egfileio.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/EyeKeysDLL.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/facefinder.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/fgcamera.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/lctigaze.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/lctutil.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/lctVision.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/lctVisionC0.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/lctVisionC5.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/lctVisionC6.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/slabhiddevice.dll");
            PublicDelayLoadDLLs.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/STMRangeL1.dll");

            // Ensure that the DLL is staged along with the executable
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/ExampleLibrary.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/efcomm.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/egfileio.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/EyeKeysDLL.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/facefinder.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/fgcamera.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/lctigaze.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/lctutil.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/lctVision.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/lctVisionC0.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/lctVisionC5.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/lctVisionC6.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/slabhiddevice.dll");
            RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/EyegazeLibrary/Win64/STMRangeL1.dll");
        }
        /*else if (Target.Platform == UnrealTargetPlatform.Mac)
        {
            PublicDelayLoadDLLs.Add(Path.Combine(ModuleDirectory, "Mac", "Release", "libExampleLibrary.dylib"));
            RuntimeDependencies.Add("$(PluginDir)/Source/ThirdParty/EyegazeLibrary/Mac/Release/libExampleLibrary.dylib");
        }*/

        if (isLibrarySupported)
        {
            PublicIncludePaths.Add(Path.Combine(ModulePath, "include"));

            // Not sure if needed
            //Definitions.Add("_CRT_SECURE_NO_WARNINGS=1");
            //Definitions.Add("BOOST_DISABLE_ABI_HEADERS=1");

            // Needed configurations in order to run Boost
            bUseRTTI = true;
            bEnableExceptions = true;
            //bEnableUndefinedIdentifierWarnings = false;
        }

        //Definitions.Add(string.Format("WITH_PCL_BINDING={0}", isLibrarySupported ? 1 : 0));
        //Definitions.Add(string.Format("WITH_BOOST_BINDING={0}", isLibrarySupported ? 1 : 0));

        return isLibrarySupported;
    }
}

I used @anonymous_user_88d57b37 's tutorial for building a plugin for point cloud and boost (http://www.valentinkraft.de/including-the-point-cloud-library-into-unreal-tutorial/) to get me top this point but I can’t figure out how to use the API outside of the module