UE4Editor crashes with 'Failed to find shader type' but works after packaging

We have a shader that is defined in Engine\Shaders\MyShader.usf, and the C++ implementation in a plugin with IMPLEMENT_SHADER_TYPE as described here: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

When we try to launch the editor with this plugin enabled, we crash on this line of code in our plugin:

TShaderMapRef<FMyVertexShader> VertexShader( GlobalShaderMap );

Fatal error: [File:<UE4Root>\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 675] 
Rendering thread exception:
Assertion failed: ShaderRef != NULL && *ShaderRef != NULL [File:C:\p4\Interactive\UE4Vortex\Engine\Source\Runtime\ShaderCore\Public\Shader.h] [Line: 1016] 
Failed to find shader type FMyVertexShader

However, if we package our project from the command line with RunUAT and then launch the editor, it works. So it seems like packaging output something in a shared intermediate folder to allow the editor to find the shader?

Is there a way to get this working without the packaging step?