Unhandled exception: System.Exception: Script module "**\CookedEditor.Automation.dll" not found for record "**\CookedEditor.Automation.json"

this happened when i was packing my custom plugin

below is the full error log

LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""C:/Program Files/Epic Games/UE_5.3/Engine/Build/BatchFiles/RunUAT.bat" BuildPlugin -Plugin="C:/Users/liutiantian/Desktop/X2Plugins/Plugins/X2Base/X2Base.uplugin" -Package="C:/Users/liutiantian/Desktop/X2Base" -CreateSubFolder" ]
LogAutomationController: Ignoring very large delta of 4.28 seconds in calls to FAutomationControllerManager::Tick() and not penalizing unresponsive tests
UATHelper: Package Plugin Task (Windows): Running AutomationTool...
UATHelper: Package Plugin Task (Windows): Using bundled DotNet SDK version: 6.0.302
UATHelper: Package Plugin Task (Windows): Starting AutomationTool...
UATHelper: Package Plugin Task (Windows): Parsing command line: BuildPlugin -Plugin=C:/Users/liutiantian/Desktop/X2Plugins/Plugins/X2Base/X2Base.uplugin -Package=C:/Users/liutiantian/Desktop/X2Base -CreateSubFolder
UATHelper: Package Plugin Task (Windows): Initializing script modules...
UATHelper: Package Plugin Task (Windows): Unhandled exception: System.Exception: Script module "C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll" not found for record "C:\Program Files\Epic Games\UE_5.3\Engine\Intermediate\ScriptModules\CookedEditor.Automation.json"
UATHelper: Package Plugin Task (Windows):    at UnrealBuildBase.CompileScriptModule.Build(RulesFileType RulesFileType, HashSet`1 FoundProjects, IEnumerable`1 BaseDirectories, IEnumerable`1 DefineConstants, BuildFlags BuildFlags, Boolean& bBuildSuccess, Action`1 OnBuildingProjects, ILogger Logger) in C:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Build\System\CompileScriptModules.cs:line 350
UATHelper: Package Plugin Task (Windows):    at UnrealBuildBase.CompileScriptModule.InitializeScriptModules(RulesFileType RulesFileType, String ScriptsForProjectFileName, List`1 AdditionalScriptsFolders, Boolean bForceCompile, Boolean bNoCompile, Boolean bUseBuildRecords, Boolean& bBuildSuccess, Action`1 OnBuildingProjects, ILogger Logger) in C:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Build\System\CompileScriptModules.cs:line 196
UATHelper: Package Plugin Task (Windows):    at AutomationToolDriver.Program.MainProc() in C:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\AutomationTool\Program.cs:line 478
UATHelper: Package Plugin Task (Windows): AutomationTool executed for 0h 0m 0s
UATHelper: Package Plugin Task (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Package Plugin Task (Windows): BUILD FAILED

below is the plugin’s .uplugin file

{
	"FileVersion": 3,
	"Version": 1,
	"VersionName": "1.1",
	"FriendlyName": "X2Base",
	"Description": "",
	"Category": "Other",
	"CreatedBy": "liutiantian",
	"CreatedByURL": "",
	"DocsURL": "",
	"MarketplaceURL": "",
	"SupportURL": "",
	"CanContainContent": true,
	"IsBetaVersion": true,
	"IsExperimentalVersion": false,
	"Installed": false,
	"Modules": [
		{
			"Name": "X2Base",
			"Type": "Runtime",
			"LoadingPhase": "Default"
		}
	],
	"Plugins": [
		{
			"Name": "ModelViewViewModel",
			"Enabled": true
		}
	]
}

below is the Build.cs

// Copyright Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;

public class X2Base : ModuleRules
{
	public X2Base(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
		PrecompileForTargets = PrecompileTargetsType.Editor;
		//bUsePrecompiled//
		
		PublicIncludePaths.AddRange(
			new string[] {
				// ... add public include paths required here ...
			}
			);
				
		
		PrivateIncludePaths.AddRange(
			new string[] {
				// ... add other private include paths required here ...
			}
			);
			
		
		PublicDependencyModuleNames.AddRange(
			new string[]
			{
				"Core",
				// ... add other public dependencies that you statically link with here ...
				"AIModule",
				"CoreUObject",
				"Engine",
				"EnhancedInput",
				"FieldNotification",
				"InputCore",
				"ModelViewViewModel",
				"UMG",
				"Slate",
				"SlateCore",
			}
			);
			
		
		PrivateDependencyModuleNames.AddRange(
			new string[]
			{
				// ... add private dependencies that you statically link with here ...
			}
			);
		
		
		DynamicallyLoadedModuleNames.AddRange(
			new string[]
			{
				// ... add any modules that your module loads dynamically here ...
			}
			);
	}
}

any help, thanks

it turns out that my ue5 have not been installed successfully. everything works fun after verifying it in the Epic Launcher.