Unable to generate chunks for iOS on 4.26

I am upgrading from 4.25 to 4.26 and packaging it for mobile.
I’m having trouble generating chunks for iOS.
As a symptom, in the process of generating .pak in the location set in the directory for HTTP chunk installation data
The first .pak file is generated and the second .pak file is not generated.

In 4.25, it can be created without any problem, and both Windows version and Android version can be created with the same settings.
In addition, the packaging that includes the resources in the ROM can be created without any problem, and if the packaging that generates chunks is performed, the phenomenon of k will occur.

The displayed log is as follows
[2021.03.15-06.22.39:465] [0] LogPatchGeneration: Created 4 chunks (3644570 build bytes) (3469568 compressed bytes)
[2021.03.15-06.22.39: 465] [0] LogPatchGeneration: Completed in 417 ms.
[2021.03.15-06.22.39: 466] [0] LogPatchGeneration: Saved manifest to / Volumes / external / HTTPChunkInstall / Release2 / IOS / CloudDir / hogeM_pakchunk100Release2.manifest.
[2021.03.15-06.22.39:475] [0] LogCore: Engine exit requested (reason: BuildPatchToolMain Exiting)
Even if the above log is left unattended for more than a day at the end, the log does not progress and packaging is not completed.
The editor can be operated, so it doesn’t seem to be frozen.

I am facing the same problem with packaging for android it’s been a whole day but the process is stuck now,
any update on this?

By overwriting the 4.26 Build Patch Tool with the 4.25 Build Patch Tool, the build will pass.

you mean to say that I need to install 4.25 version and then replace the UE_4.26/Engine/Binaries/Mac/BuildPatchTool file with UE_4.25/Engine/Binaries/Mac/BuildPatchTool

I have tried this process mentioned by and it works fine thanks man

Someone please tell me why it’s happening here. Can i get a code patch here?

I have same problem with enging 4.27.2, tried overwriting 4.25 BuildPathTool code and compile it, but it not works for me.