I’ve never seen documentation as poor in information as the unreal engine. But thanks anyway for the link!
I still do not know if I should put my plugin type in Editor or EditorNoCommandlet. I’ll leave Editor for now, since the documentation does not help much.
I think you should go with “Editor” unless you specifically want to skip loading of a module for commandlets (which you’d want for example if it caused any sort of trouble).
‘As the name suggests’ EditorNoCommandlet means ‘Loaded only by the editor, except when running commandlets’
Practically, when you build the project, the AutomationTools will run editor with commandlets to do the building & cooking & packaging stages. With some editor plugins enabled, those stages will be failed. Disable those editor plugins can fix the issue. If EditorNoCommandlet works, changing the plugin type to it should fix too.
In my situation however, setting the plugin type to EditorNoCommandlet does not work. And I don’t know why.