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

New Here ,
Sep 10, 2024 Sep 10, 2024

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?)

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Community Expert ,
Sep 11, 2024 Sep 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?

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New Here ,
Sep 11, 2024 Sep 11, 2024

Yes, cleaning the project and rebuilding every time.

Pure Checkout plugin compiles and works well.

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Community Expert ,
Sep 11, 2024 Sep 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.

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New Here ,
Sep 11, 2024 Sep 11, 2024

Yes, of course I can start from scratch, but what if this problem starts again? and again? I wanted to learn out the origin of it.

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Community Expert ,
Sep 11, 2024 Sep 11, 2024
LATEST

when i encounter such a problem, i start off in incemental steps and see where the problem occurs.

some problems are well documented. the error you're getting, that's a first for me.

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