Runtime plugin development build workflow

Hi,

I have some issues with my module packaging/build here:

How do I build a “Runtime” plugin in visual studio (if possible, from the UE4.sln) ?

For now, I need to create a C++ Project, open the project’s sln, build/launch the Editor, and “Package” or “Launch” the project, then it will correctly build my plugin in “Game” “Development” build and output compilation logs in the Editor’s “output log”. This workflow is awful for fast build iteration. Is there a better way ?

“Development Editor” always build “WITH_EDITOR”, even “Runtime” plugins. I actually need it the be that way for the Editor version of my Runtime plugin… But it means that plugins build that way seems to be incompatible with a packaged game (build in “Development” “Game”, without WITH_EDITOR).

And “Development” build does not build plugins !? (even if it was, I don’t see where it could output the dlls, without erasing the “WITH_EDITOR” “Development” build of the plugin)

Hope you guys can help me with that, build through the Editor is really annoying.

I am not once hundred percent sure if this is correct, but these guys are doing training for plugin dev, had a look and they show you how to create your own and package it and run it.
http://www.3dbuzz.com/training/view/creating-plugins-with-unreal-4/creating-plugins-with-unreal-4

Watched the 2nd tutorial vid and it is a very comprehensive guide on going about plugins.
Sorry I couldnt be more use though.