If your plugin compiles for target DevelopmentEditor but not for Development may be creating an additional editor module helps:
- A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums
- A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums
- https://answers.unrealengine.com/questions/41509/extending-editor-engine.html
As a workaround you could also try guarding the editor specific code with the define WITH_EDITOR and UEBuildConfiguration.bBuildEditor in the build.cs like here: