Hybrid plugin FAQ

Use these answers when preparing native binaries, testing supported architectures, or diagnosing an addon that does not load.

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Hybrid plugins are supported in Premiere and Photoshop, not currently in Media Encoder or InDesign.
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Do I need to code sign the entire plugin bundle?

No. Only the macOS .uxpaddon executables need to be signed and notarized with a valid Apple Developer ID certificate. The rest of the plugin bundle (JavaScript, HTML, CSS, manifest) does not require code signing.

Do I need an Apple Developer ID?

Yes. macOS requires a Developer ID-signed certificate for notarized executables. See Apple's code signing guide for details.

How do I prepare and test binaries for all architectures?

Build and test binaries for macOS arm64, macOS x64, and Windows x64. See Apple's universal binary guide when combining macOS architectures.
Use native hardware or a compatible virtual machine for platforms you do not have locally. A package with only some architectures can support controlled development or independent distribution, but it will not load where a matching binary is absent. The Creative Cloud Marketplace requires all three architectures.

Are Hybrid plugins forward-compatible?

An addon built with an older supported SDK remains compatible with newer supported Premiere and Photoshop releases. Adopting a newer SDK requires rebuilding and republishing the native binaries. Check each host's release notes before upgrading.

Why can't I see the plugin in Premiere after loading it?

After loading through UDT, clear and reselect the plugin under Window > UXP Plugins if it does not appear immediately. Then check the UDT logs for manifest or addon-loading errors.

The macOS binaries trigger security warnings. What should I do?

The SDK's template-plugin binaries are not signed. For local testing on macOS, allow them under System Settings > Privacy & Security. Sign and notarize every production .uxpaddon with a valid Apple Developer ID.

Why do I get "Failed to load Addon" with "The specified module could not be found" on Windows?

This usually means your .uxpaddon was built in Debug mode, which depends on Visual Studio debug runtimes that are not present on end-user systems. It may work on development machines but fail on clean Windows installs. Rebuild the addon in Release mode (and ensure correct project settings, such as .uxpaddon output and no debug dependencies) and redistribute it.

Continue building

See Build a Hybrid Plugin for the complete native build, manifest, debugging, and packaging workflow.