How to use python in Editor to build lighting and package project?

Still need answer and assistance, but will provide update on current research, in the event someone else is looking to solve the same issues.
Figured out how to call C++ code from a python script from this very helpful video. Not at all complicated as everything (may be some exceptions) exposed to Blueprints will also be exposed to Python.

PythonFunctions.h:

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "PythonFunctions.generated.h"

UCLASS()
class PYTHONPROJECT_API UPythonFunctions : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()

public:
	UFUNCTION(BlueprintCallable)
	static void CalledFromPython(FString InputString);
	
};

PythonFunctions.cpp:

#include "../Public/PythonFunctions.h"

void UPythonFunctions::CalledFromPython(FString InputString)
{
	UE_LOG(LogTemp, Error, TEXT("%s"), *InputString);
}

Python script:

import unreal
unreal.PythonFunctions.called_from_python("Hello world")

Console output:

LogPython: unreal.PythonFunctions.called_from_python("Hello world")
LogTemp: Error: Hello world

(Exactly as expected)

Things to note:
Functions declared in PascalCase in C++ will be converted to snake_case within the unreal python module.

Further research:
To be able to call the build lighting commands, or the package project commands, it seems I either will need to go into the engine and expose that code to Blueprints/Python, or write some custom C++ code (Plugin perhaps) to call it for me.