Packaging fails when using chunks

Hello! I am using UE4.27 and try to package my game on Windows using chunks but the packaging fails with the following error:

UATHelper: Cooking (Windows (64-bit)):   LogStreaming: Warning: Failed to read file 'D:/UnrealProjects/<ProjectName>/Content/Localization/.locmeta' error.
UATHelper: Cooking (Windows (64-bit)):   LogLocalizationChunkDataGenerator: Error: Failed to load meta-data for localization target '' when chunking localization data. Re-compile the localization target to generate the LocMeta file.
PackagingResults: Warning: Failed to read file 'D:/UnrealProjects/<ProjectName>/Content/Localization/.locmeta' error.
PackagingResults: Error: Failed to load meta-data for localization target '' when chunking localization data. Re-compile the localization target to generate the LocMeta file.
<...>
UATHelper: Cooking (Windows (64-bit)):   LogInit: Display: LogLocalizationChunkDataGenerator: Error: Failed to load meta-data for localization target '' when chunking localization data. Re-compile the localization target to generate the LocMeta file.
<...>
UATHelper: Cooking (Windows (64-bit)):   LogInit: Display: Failure - 1 error(s), 1288 warning(s)
UATHelper: Cooking (Windows (64-bit)):   LogInit: Display:
UATHelper: Cooking (Windows (64-bit)):   
UATHelper: Cooking (Windows (64-bit)):   Execution of commandlet took:  57330.33 seconds
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: === FShaderJobCache stats ===
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Total job queries 10125, among them cache hits 0 (0.00%)
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Tracking 9825 distinct input hashes that result in 5816 distinct outputs (59.20%)
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: RAM used: 86.67 MB (0.08 GB) of 409.60 MB (0.40 GB) budget. Usage: 21.16%
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: ================================================
UATHelper: Cooking (Windows (64-bit)):   LogShaderCompilers: Display: Shaders left to compile 0
UATHelper: Cooking (Windows (64-bit)):   LogHttp: Display: cleaning up 0 outstanding Http requests.
UATHelper: Cooking (Windows (64-bit)):   LogContentStreaming: Display: There are 1 unreleased StreamingManagers
UATHelper: Cooking (Windows (64-bit)): Took 58052,8913892s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Cooking (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Cooking (Windows (64-bit)):        (see C:\Users\Admin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Program+Files+Epic+Games+UE_4.27\Log.txt for full exception trace)
UATHelper: Cooking (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Cooking (Windows (64-bit)): BUILD FAILED

(Remark: most warnings are that saved with empty engine version, scale3d is nearly zero etc. and are not useful for the current problem.)
In the file mentioned in the output log there is the copy of that log itself, so it is also not useful.
How can I re-compile that localization target to package my project correctly, or maybe these messages are fake and the problem is in the other place?

I’d guess is something releated to your Localization Dashboard. Have double checked this area? If you’re localizating your game, check this part once again

I have also guessed this, but what I have to click? I tried to click Gather Text, Compile Text and again Gather Text, but this led to nothing.

Bümp. The töpic is äctual.

Double bump.

Triple bump.

The topic is not actual. Here is the solution: open Localization Dashboard and in the section “Game Targets” see the name(s) in the “Target” column.
Then open the Project Settings, Packaging, maximize the “Packaging” section, find the array “Localization Targets to Chunk” and add each name seen in the previous step to that array (you have to write it manually).
Here are the screenshots:
2022-12-13_12-45-21