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SignTool Error: SignedCode::Sign returned error: 0x800700C1

While attempting to sign a packaged build of the game with a test certificate the SignTool is reporting the .exe generated as invalid. The project was packaged as "shipping" for windows 64.

The command I used to sign it was: ./signtool sign /a /v /f TheKey.pfx /p ThePassword TheTest.exe

The full error was: SignTool Error: SignedCode::Sign returned error: 0x800700C1 %1 is not a valid Win32 application. SignTool Error: An error occurred while attempting to sign:

I was able to build a non-UE test .exe in VS 2015 and sign it with the above command line. This means it something specific to signing a UE4 generated .exe.

In the platform guide there is no information on deploying for Windows, only other platforms. https://docs.unrealengine.com/latest/INT/Platforms/index.html

I followed the MS documentation on SignTool https://msdn.microsoft.com/en-us/library/aa387764.aspx

The Android options in the project include a place to specify a signing key. I could not find a Windows equivalent.

So the questions are: 1: Is there a place in settings to configure signing for Windows? 2: if not, how do you do this from the command line?

Product Version: UE 4.12
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asked Aug 10 '16 at 08:18 PM in Packaging & Deployment

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rjsams
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Hi rjsams,

To answer your questions:

  1. There is not a place in the Project Settings to configure signing for Windows (or Mac.) We currently have a feature request to have this functionality added to the engine: UE-34696 (This is not currently visible to the public.)

  2. Until then, we currently do not have support for users signing their own projects.

-Steve H.

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answered Aug 15 '16 at 08:06 PM

avatar image rjsams Aug 16 '16 at 07:11 PM

Just to be clear, this means there is no way to build a windows game with UE4 and not have it trigger the windows smart screen warnings?

It there at least an understanding why the MS tools for this throw an error signing the .exe?

avatar image Steve Hardister ♦♦ STAFF Aug 16 '16 at 08:53 PM

While we're currently looking at adding functionality to the Editor to make signing Windows apps easier, currently you just have to sign the executable yourself -which, in turn, will prevent triggering Windows smart screen warnings.

Here are some instructions on how to do it yourself:

http://stackoverflow.com/questions/252226/signing-a-windows-exe-file

avatar image rjsams Aug 16 '16 at 09:00 PM

Please read my full question. I WAS trying trying to sign it myself since UE4 doesn't do this, and the windows tool reports the .exe produced by the UE4 build system as invalid. I can sign a .exe produced normally in VS 2015 with exactly the same steps.

Something the UE4 build system is doing is producing a .exe which is rejected by the windows SignTool.

avatar image Steve Hardister ♦♦ STAFF Aug 16 '16 at 09:10 PM

Reviewing the initial question, I see that the project was packaged as "shipping" for Windows 64 and the error is: "SignTool Error: SignedCode::Sign returned error: 0x800700C1 %1 is not a valid Win32 application."

I would look at that first, perhaps testing with a Windows 32 build to see if you get the same error.

avatar image rjsams Aug 16 '16 at 09:46 PM

I just build both test x64 and x86 test binaries and signed them. The the Signtool and command line is working for both.

Just to be complete, I packaged a 32bit version and I get the exact same error.

I've also tried both the x64 and x86 version of the SignTool.

avatar image Steve Hardister ♦♦ STAFF Aug 18 '16 at 02:44 PM

Another user has been able to set up Code Signing for their own builds but they had to modify the SigningIdentity in CommandUtils.cs in order to accomplish this. So, while it can be done, we do not technically support this and will not until this functionality is officially added to the Engine.

-Steve H.

avatar image solarisx Jul 10 '17 at 12:29 PM

Hi Steve, can you give more information about the modification of CommandUtils.cs please? Do I have to build the Unreal engine from source?

Anyone how is looking for a intermediate solution, without pre-requirements check, see Why does windows signtool report packaged .exe as invalid?

Not being able to sign a project is a real issue for professional work!

Greets solarsix

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