java.lang.UnsatisfiedLinkError: dlopen failed: library

I am using a thirdparty of library in android.I write the project of build.cs as follows
// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;
using System.IO;

public class androidtest2 : ModuleRules
{
	public androidtest2(TargetInfo Target)
	{
		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG"});

		//PrivateDependencyModuleNames.AddRange(new string[] {  });
        PublicIncludePaths.Add("E:/Program Files (x86)/Epic Games/4.11/Engine/Source/Runtime/Launch/Public");
        PrivateIncludePaths.Add("E:/Program Files (x86)/Epic Games/4.11/Engine/Source/Runtime/Launch/Private");
        // Uncomment if you are using Slate UI
        // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });

        // Uncomment if you are using online features
        // PrivateDependencyModuleNames.Add("OnlineSubsystem");
        // if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
        // {
        //		if (UEBuildConfiguration.bCompileSteamOSS == true)
        //		{
        //			DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
        //		}
        // }

        if (Target.Platform == UnrealTargetPlatform.Android)
        {
            PublicIncludePaths.AddRange(new string[] { "Core" });
            PublicIncludePaths.Add("E:/NVPACK/android-ndk-r10e/platforms/android-19/arch-arm/usr/include");
           // PrivateIncludePaths.Add("/Source/Runtime/Launch/Private");
            LoadBobsMagic(Target);
        }
    }

    private string ThirdPartyPath
    {
        get { return Path.GetFullPath("F:/ueproject/androidtest2/ThirdParty/"); }
    }

    public bool LoadBobsMagic(TargetInfo Target)
    {
        bool isLibrarySupported = false;

        if (Target.Platform == UnrealTargetPlatform.Android)
        {
            isLibrarySupported = true;
            string LibrariesPath = Path.Combine(ThirdPartyPath, "tango_client_api", "lib");
            PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "libtango_client_api.so"));
        }
        
        if (isLibrarySupported)
        {
            // Include path
            PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "tango_client_api", "include"));
        }
        //Definitions.Add(string.Format("WITH_LIBZPLAY_BINDING={0}", isLibrarySupported ? 1 : 0));
        return isLibrarySupported;
    }
}
It  builded success and installed on my phone.However,it lanched failed.There is the error log as follows

[link text][1]

How can I fix the error? Many Thanks!
By the way I also change the android.mk file in
‘E:\Program Files (x86)\Epic Games\4.11\Engine\Build\Android\Java\jni’
and add this code

include $(CLEAR_VARS)
LOCAL_MODULE := tango_client_api
LOCAL_SRC_FILES := libtango_client_api.so
include $(PREBUILT_SHARED_LIBRARY)

it is also not work!
[1]: 103158-log.txt (2.35 KB)

I have got it! Maybe it will help others!
1.you should modify the android.mk in engine folder. just add as follows

include $(CLEAR_VARS)
LOCAL_MODULE := tango_client_api
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libtango_client_api.so
include $(PREBUILT_SHARED_LIBRARY)

2.you should add the .so file in yourprojectname/Intermediate/Android/APK/jni/armeabi-v7a which is matched the
$(TARGET_ARCH_ABI) maybe
then your should delete all the file in yourprojectname/Binaries/Android to force it recompile

So they are always copied to Intermediate directory during build time.
I also edited GameActivity.java there to load my library.

I’m afraid this is not a recommended way because I edited default installation.
Please let me know better and recommended way.