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