Skip to main content
Participant
September 10, 2024
Question

No loaders recognized this plugin, so the plugin is set to Ignore

  • September 10, 2024
  • 1 reply
  • 502 views

I'm trying to make my own plugin, started with the skeleton plugin, copied it, renamed everything there, but get an error:

"No loaders recognized this plugin, so the plugin is set to Ignore."

 

The entry point Effect_Main is set, but never reached.

 

I want to know the origin of this error. It looks, that AE reads the PIPl section and decides not to load the plugin for unknown reason. Why?

What are the loaders?

How to choose the loader?

What is the algorithm of the loader to decide if it must load the plugin or not?

Is setting Kind {AEEffect} enough to choose the right loader? (Seems not, what else?)

This topic has been closed for replies.

1 reply

Community Expert
September 11, 2024

1. this might be silly, but did you do a clean and rebuild? on windows, the resource file is converted to a .rc file which in turn is the one included in he built file. the .rc file is only updated after a clean or a rebuild. on a regular build it's kept as is, so there might be a chnace you built the file with the skeleton's rc file.

 

2. does the skeleton sample (beofre renaming it) compile and load correctly?

Participant
September 11, 2024

Yes, cleaning the project and rebuilding every time.

Pure Checkout plugin compiles and works well.

Community Expert
September 11, 2024

Ah. I see.

I never saw this error before, so something with the renaming went horribly wrong...

I'd suggest starting over with the checkout project which you're sure compiles and loads correctly.