From our experimentation, when you build the editor in linux unrealbuilttool builds dynamic libraries. This is also the case in windows editor build.
When you build the game, everything is built statically.
The problem you are encountering is that you are trying to build a dynamic library which links a static library. This static library cannot be used inside a shared library.
We also had the same issue and we are working to get the source for the thirdparty library to better understand how the library needs to be built to work.