Dear Unreal Engine Community and Epic Games Team,
I am developing a Meta Quest 3 VR application using Unreal Engine 5.8 on Windows.
Problem
Windows Smart App Control blocks the unsigned BuildRules DLL assemblies automatically generated by UnrealBuildTool (UBT), preventing the project from compiling.
Environment
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Unreal Engine 5.8
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Windows with Smart App Control enabled
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Target: BonieAvatarEditor / Win64 / Development
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Deployment platform: Meta Quest 3 / Android
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Native C++ plugin development for hand and finger tracking
Reproduction and findings
We tested two build approaches:
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Auxiliary EditorHost build:
QuestBuild/MotionTest03/EditorHost/Intermediate/Build/BuildRules/EditorHostModuleRules.dll -
Standard project build:
Intermediate/Build/BuildRules/BonieAvatarModuleRules.dll
Both builds were blocked while loading their generated rules assemblies, before C++ compilation.
Error code: 0x800711C7
Windows security events: 3033, 3077, 3089
Policy: VerifiedAndReputableDesktop
The generated rules DLLs are unsigned. We have not disabled Smart App Control or modified Windows security policies.
Questions
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Is this a known compatibility issue with Unreal Engine 5.8 and Windows Smart App Control?
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Is there an officially supported way to compile C++ projects while keeping Smart App Control enabled?
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Is there a supported signing mechanism for dynamically generated UBT BuildRules assemblies?
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Is there a fix, patch, or recommended build configuration that avoids this issue?
Relevant UBT logs and Windows event records can be provided upon request.
Thank you for your assistance.