Packing for iOS Getting Stuck

My project as been packaging just fine up until out of nowhere last night. All of the sudden it decided to start getting stuck at a specific place every single time. No errors or anything. Just stuck infinitely. It was packaging fine, I take a break and come back and then all of the sudden it gets stuck. Didn’t change anything whatsoever. I’m remote building to my mac from my windows machine- and here is where it gets stuck:

UATHelper: Packaging (IOS): ** BUILD SUCCEEDED **
UATHelper: Packaging (IOS): [12/12] WriteMetadata ProjectName-IOS-Shipping.target
UATHelper: Packaging (IOS): Total time in Parallel executor: 56.29 seconds
PackagingResults: Warning: To run, you must have a valid staged build directory. The Staged location is:
UATHelper: Packaging (IOS): Total execution time: 69.28 seconds
UATHelper: Packaging (IOS): [Remote] Downloading E:\ProjectName\Intermediate\Remote\ProjectName\IOS\Shipping\Manifest.xml
UATHelper: Packaging (IOS): [Remote] Downloading build products
UATHelper: Packaging (IOS): receiving file list … done
UATHelper: Packaging (IOS): Binaries/IOS/
UATHelper: Packaging (IOS): Binaries/IOS/ProjectName-IOS-Shipping

I have cleared binaries, intermediate files, everything I could think of. I even opened up a back up of my project from a couple days ago which I KNOW was working perfectly and STILL it’s now getting at the same exact place. PLEASE SOMEBODY HELP ME

UPDATE: I created a blank 3rd person template project and tried packaging on that with the same settings and it worked like a charm- So the issue has to be something to do with my project?

Sometimes unreal can get stuck if a blueprint is left un-compiled (or even worse gets corrupted) somewhere in the project.

Also do you have plenty of free space at the staging directory mentioned in the message?

Yes I have 1tb of space open on that drive. Chatgpt seems to think it’s getting stuck sending the build files back to my windows machine from the remote mac… But no solution

Do you have sufficient write privileges for the directory? Could it be due to a network timeout of some sort?

How can I double check? I mean, it was working fine and then all of the sudden it started doing this. I will mention the ONLY thing I did between builds was add a c++ class with some basic code that I made into a blueprint node when this started happening- BUT I deleted all of that and reverted back to how it was before and even tried the backup project.

One other thing is I installed a plugin from marketplace when everything was working fine, but found that when that plugin was enabled, it would get stuck here. When I disabled it, it would package right up in about two minutes. So I disabled it and made the c++ class I mentioned and then found it was getting stuck in that same place no matter what now. Not sure if any of this is relevant or not but…

Seems the c++ part is causing problems. On windows I would suspect a missing dotnet runtime but ios doesn’t seem to use it. Could a system update of some sort change the way ios compiles? Could it have changed something with Xcode or Code signing certificates?

Maybe something to do with the apple developer account?

I’m more a PC Guy.

Sometimes verifying your engine from the epic games launcher can also fix compiles when it comes to recognizing SDK’s

Well NOW my project just freezes and crashes when I try to package ONLY when I hit the show output log button. Ive had nothing but glitches and bugs since I started using this engine. No idea what to do.

Verify the engine and retry.

Okay doing it now…

And of course it just goes to que and wont start verifying. Project is closed and nothing else is trying to download.

Verified engine and still getting stuck at UATHelper: Packaging (IOS): Binaries/IOS/ProjectName-IOS-Shipping… I’m completely at a loss