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1

Error: couldn't find main entry point.

Explorer ,
Sep 22, 2019 Sep 22, 2019

Basic info:

Platform: macOS Mojave 10.14.6 MacBook Pro (Retina, 15-inch, Late 2013)

Ae version: Ae CC 2017.2

Ae SDK version: Ae CC 2017.1

 

Description:

I developed a plugin (called PixelsWorld) in the Windows platform. Everything was cool and I released all stuff successfully. 

Recently I want my plugin to work fine in the Mac platform, so I did a lot of changes to make my plugin work in Ae for Mac. But finally, I built my code successfully and test it with Ae. It always come this error:

noEntryPoint.png

 

I am pretty sure my entry point's name is right and it is as below:

EntryPointFunc.pngPiPL.png

 

What have I missed? 

ZzStarSound
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SDK
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correct answers 2 Correct answers

Explorer , Sep 27, 2019 Sep 27, 2019

@Peru Bob, @James_Whiffin

Thank you all for your sweet replies. I finally solved my problem! 

In a nutshell, my issue is caused by the mismatching of third-part lib with my OS. 

I have used the Lua library in my cpp codes, which I download a "lualib.a" file from internet and immediately use it in the Mac platform, which is the worst habit as a programming engineer. The best way to add a library is to use the MakeFile and compile the source code which is under the MIT license. My "EntryPoint not fou

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Explorer , Jan 05, 2020 Jan 05, 2020

Hey, everyone, I found the solutions for those whose plugin works on my Mac but doesn't work on others' Mac!!!!!!!!

The truth is that I used a library called GLFW, and I got this library via Homebrew. There is a really important thing is that, by default, Homebrew has an optimization basing on your CPU structure, which made the program ONLY works on your MAC!!!!! You need to reinstall the library and while reinstalling the library, you have to close this optimization! (By using "--build-bottle" c

...
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Community Expert ,
Sep 22, 2019 Sep 22, 2019
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Engaged ,
Sep 25, 2019 Sep 25, 2019

Once I had this error on OSX and had to change the Xcode option "Symbols hidden by default" to no and that resolved it. I also received a similar issue on windows which was related to the naming of the entry point.

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Explorer ,
Sep 27, 2019 Sep 27, 2019

@Peru Bob, @James_Whiffin

Thank you all for your sweet replies. I finally solved my problem! 

In a nutshell, my issue is caused by the mismatching of third-part lib with my OS. 

I have used the Lua library in my cpp codes, which I download a "lualib.a" file from internet and immediately use it in the Mac platform, which is the worst habit as a programming engineer. The best way to add a library is to use the MakeFile and compile the source code which is under the MIT license. My "EntryPoint not found" is exactly caused by the somehow inner crash of the static library mismatching with my Mac OSX. 

 

Message for those who are looking for the answers for the same issue: 

Maybe you should remove all your outer librarys firstly, then add them back to your project one by one. For each adding library, compile and see if the Ae host could find your entry function. This method will help you to find which plugin is mismatching with your os. 

ZzStarSound
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Explorer ,
Oct 15, 2019 Oct 15, 2019

Hi !

Glad that you've sorted your issue. I've struggled with the same issue more than once and I just want to add this here for future new ae devs: this Entry Point Func error generally means that a third-party library is not loading properly. If you, like you should, have started out from one of the sdk examples, like Skeleton, and you are using third-party libraries, that's most likely the issue, so start from there! it will be faster to troubleshoot 😛 few things to check on top of my head:

- are the libs built for the same architecture (x86,x64)

- are they in the same mode (debug or release)

- are they in the same runtime (MTd, MDd, MT, MD, that stuff)

- are they really static? double-check your cmake or other build settings, sometimes this setting is misunderstood or doubled in the configs. "Static" libraries can be fake ones that rely on your local dynamic libraries installed. Resulting in a plugin working on your machine and not on the others.

 

 

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Explorer ,
Jan 05, 2020 Jan 05, 2020

Hey, everyone, I found the solutions for those whose plugin works on my Mac but doesn't work on others' Mac!!!!!!!!

The truth is that I used a library called GLFW, and I got this library via Homebrew. There is a really important thing is that, by default, Homebrew has an optimization basing on your CPU structure, which made the program ONLY works on your MAC!!!!! You need to reinstall the library and while reinstalling the library, you have to close this optimization! (By using "--build-bottle" command)

In my case, I need to change "brew install glfw3 " to "brew install glfw3 --build-bottle" to close this kind of optimization. 

Hope these will help you! 

ZzStarSound
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Community Beginner ,
Mar 01, 2021 Mar 01, 2021

Hi ä¸­æ¢“星音ZzStarSound , can you explain the installing process of this GLFW Library for someone like me with no programming skills? Thanks so much.

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Community Beginner ,
Mar 01, 2021 Mar 01, 2021
LATEST

Sorry, I'll explain further. I'm having "Entry Point" error when opening a motion graph project from a colegue, both working with same assets, plugins and AE versions. Now i've learnt this being tied to different hardware setups, isn't it? Since my project works fine, i'm thinking in trying this libraries. My two main concerns are > Is this dangerous for breaking what already works well? And two, how to install this, without programming skills. May be you can point me basic instructions to the library's developer, if any. Thanks again.

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