Windows2022 - Install VS error - Component.Unreal.Android not found #7293
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DescriptionHave been stuck with the following error since last friday, 3/10. We use Packer build to create images for VMSS from the Windows2022.json template file.
Platforms affected
Runner images affected
Image version and build linkImage version: 20230307.2 Do not have a public example, currently. Expected behaviorVirtual Studio installation passes Pester tests successfully Actual behavior
Repro stepsUsing Packer build with the following template file: Deployment through Azure DevOps self-hosted agent. Packer backend hosted in Azure. |
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Replies: 5 comments 6 replies
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After some further testing, when Packer is set to use a public IP, the build succeeds. When configured for a private IP, by passing vnet and subnet values to the build command, the build fails with the error above. Has anyone else encountered similar issues with private IP configurations? |
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Experiencing the same issue. Having the VM on a private network, behind a FW and a proxy is causing a lot of issues with Android SDK, Bazel, Bazelisk and Haskell. |
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Having the exact same issue, building the image in Azure. Is there any update on a fix? |
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Hi @2E0MHQ @Riisko @vpolikarpov-akvelon, my team was able to resolve the image generation issues by updating our firewall rules. We identified the the IDPS signature rules of 2027390 and 2033055 as the causes of the image generation failing for the install bazel and vsix steps. By updating them to alert only, the issue was resolved for those packages. Otherwise, we were able to set firewall rules to resolve the rest of the issues, such as the Component.Unreal.Android error I highlighted in the main post. |
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Hi @2E0MHQ @Riisko @vpolikarpov-akvelon, my team was able to resolve the image generation issues by updating our firewall rules.
We identified the the IDPS signature rules of 2027390 and 2033055 as the causes of the image generation failing for the install bazel and vsix steps. By updating them to alert only, the issue was resolved for those packages. Otherwise, we were able to set firewall rules to resolve the rest of the issues, such as the Component.Unreal.Android error I highlighted in the main post.