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Merge pull request #16 from docsforadobe/users/bbb/26.0_doc_updates
Added WinARM plugin documentation
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| Date | Maintainer | Version |
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| ----------------- | --------------------------- | ----------------------------------- |
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| 2 Feb 2025 | Bruce Bullis | Version 26.0 |
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| 2 Feb 2026 | Bruce Bullis | Version 26.2 |
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| 17 Oct 2025 | Bruce Bullis | Version 25.6 |
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| 6 Oct 2021 | Sanaz Golbabaei | Version 22.0 |
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| 8 May 2020 | Bruce Bullis | Version 14.2 |
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# Windows on Arm Support
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Adobe now supports Windows on Arm effect plugins in After Effects, Premiere Pro and Media Encoder. In order to build a Windows on Arm binary, you will need Visual Studio 17.4 or greater.
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To learn more about adding Windows on Arm support, please visit [https://learn.microsoft.com/en-us/windows/arm/add-arm-support](https://learn.microsoft.com/en-us/windows/arm/add-arm-support)
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---
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## How to add Windows on Arm Support for your Plugins
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1. Open your plugin's Visual Studio solution in version 17.4 or above and select the ARM64 target.
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![Visual Studio ARM64 target](../_static/visual-studio-arm64-target.png "Visual Studio ARM64 target")
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*Visual Studio ARM64 target*
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2. Tell Premiere Pro what the main entry point is for Windows on Arm builds.
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> * Find the .r resource file for your plugin.
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> * Add `CodeWinARM64 {"EffectMain"}` next to the existing Intel entry point definition.
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> ```cpp
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> #if defined(PRWIN_ENV)
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> CodeWinARM64 {"EffectMain"},
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> CodeWin64X86 {"EffectMain"},
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> #endif
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> ```
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> * If for some reason you need different entry points for Intel and Arm, just provide a different entry point name and string.
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3. Compile the Windows on Arm binary by building for the ARM64 target.
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Assuming there are no compile time issues with the Windows on Arm build, you can now use the binary with the Windows on Arm native product.
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```

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