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Inspiring
February 19, 2025

Dynamic Link Breaks wile exporting comps in after effects 25.0 and above

  • February 19, 2025
  • 5 replies
  • 381 views
  • Issue - Dynamic Link Breaks wile exporting comps in after effects 25.0 and above
  • Adobe After Effects version number - all the After effects 2025 builds has same issue 
  • Operating system - windows 11 
  • Steps to reproduce - open a sequence > select some clips in active seq > right click > "replace with after effects" >  a dynamiclly linked comp apears in PPRO , 
  • PPRO is running in background ,Now when we render any comp inside after effects the dynamically linked files in PPro goes Offline
  • Expected result - export in after effects compleates without making PPro dynamically linked  clips go offline 
  • Actual result -  dynamically linked files in PPro goes Offline
  • Possible issue-- the issue can be related to aerender.exe not mainaining the link with ppro wile exporting and making the clips in ppro go offline 

5 replies

jamieclarke
Community Manager
Community Manager
June 12, 2025

Updating Status to Fixed in 25.3

Inspiring
March 8, 2025

yes @jamieclarke , i'll look into it 

 

jamieclarke
Community Manager
Community Manager
March 5, 2025

Hi @Aditya27787857x0h7 - There is a fix in beta version 25.3.0 can you try it out and let us know if you are still having issues.

Inspiring
February 21, 2025

Latest - "I found that this issue happens when a PPro project consist dynamically linked comps from more than 1 Ae project  and looses link with the comps of the ae project where render was performed ....." also if same project is import in 2 diffrent ways like using dynamic link and another simplly importing the ae project file to premiere project , they are treated as 2 projects in one ppro project and thus the rendering ae comps causes  aep files to go offline in ppro

jamieclarke
Community Manager
Community Manager
February 20, 2025

Hi @Aditya27787857x0h7 -  Thanks for submitting your bug report. We need a few more details to try to help with the issue.
Please see, How do I write a bug report?

 

Where is your media and projects located?

I see this issue,  If you close and reopen Premiere Pro does the media come back online?

I don't see this issue on windows which exact version of Premiere and After Effects are you using?


Sorry for the frustration.

Inspiring
June 27, 2026

 I want to understanding GPU transform coordinate space , motion logic 
 

I'm developing a CUDA GPU effect for Premiere Pro using the C++ SDK. The effect is essentially a custom transform/slide effect that translates the input image by sampling it with an offset (inverse mapping with bilinear interpolation).

I'm trying to match Premiere's built-in Motion/Transform behavior, but I'm running into something I can't explain.

The issue

The effect works correctly in many cases, but I consistently see this behavior:

  • Negative Y translations work perfectly.
  • If I set both Start Y and End Y to a negative value (for example -60), I can freely change the X position and everything still renders correctly.
  • However, as soon as the Y value becomes positive (even +1), the image immediately becomes distorted. It looks almost like the alpha and color data are no longer aligned, or the image is being sampled from the wrong rows.

I've already verified that:

  • Out-of-bounds samples return transparent pixels.
  • The bilinear sampler is clamped correctly.
  • Source width/height and pitch calculations have been checked.
  • The issue still persists.

My questions

  1. What coordinate space does a Point parameter (mPoint) use in Premiere Pro GPU effects?
    • Is it pixel coordinates?
    • 1/10 pixel units?
    • Normalized (0-1)?
    • Relative to the image center?
    • Relative to the top-left corner?
    • Does this differ between CPU and GPU rendering?
  2. Is there an official SDK sample that demonstrates a GPU transform (translation/position) effect rather than a simple per-pixel effect?
  3. How does Premiere's built-in Motion/Transform effect internally interpret Position values before they reach the renderer? Is there any documentation describing the coordinate conversion?
  4. When implementing a GPU transform, is there a recommended way to convert Point parameters into pixel offsets?
  5. Are GPU image buffers always top-left origin, or are there situations where the Y axis is inverted depending on the pixel format or rendering pipeline?
  6. Is there anything special about Premiere's GPU frame layout (pitch, row alignment, coordinate system, or image origin) that needs to be considered when implementing an affine transform?
  7. Has anyone implemented a GPU translation/transform effect with the Premiere SDK and can share the general approach (not proprietary code), particularly how Position values are converted into sampling coordinates?

I'm not looking for Adobe's internal implementation—I'm just trying to understand the expected coordinate space and the correct SDK workflow so my transform behaves the same way as Premiere's built-in Motion effect.

Any pointers to SDK documentation, sample projects, forum discussions, or best practices would be greatly appreciated.

Thanks!