Thank you!
I certainly hope they make it more accessible than that.
But again, I would really love for someone from Epic, specifically, to clarify.
For now, I’ll assume no, and continue using FaceWare.
Thank you!
I certainly hope they make it more accessible than that.
But again, I would really love for someone from Epic, specifically, to clarify.
For now, I’ll assume no, and continue using FaceWare.
Hi @Miguel1900,
Thanks for putting up the project, it certainly a laugh with those big grapes
Preview 2 for 5.2 is now live! Thanks for helping us improve the 5.2 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.
For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.
NOTE
Thanks everyone!
Fixed in Preview 2
Issue | Summary |
---|---|
UE-179966 | Missing icon for the Media Plate Actor |
UE-179967 | Media Plate Actor doesn’t appear under Place Actor Media Category |
UE-179917 | -PixelStreamingUrl=ws://127.0.0.1 (leaving port off) will crash UE with an assertion |
UE-181746 | VCAM web client is consuming left mouse clicks as if its PIE |
UE-180956 | Embedded signalling server does not serve the /images directory properly since it’s been moved under /Public |
UE-180058 | Streamers aren’t getting deleted |
UE-177124 | Pixel Streaming showcase does not use new frontend |
UE-179918 | It’s possible to MassEntityQueries on archetypes missing the required data or subsystems |
UE-181009 | Enum / User defined struct not working in game |
UE-179869 | Editor Crash due change of default Control Rig of C++ class on Actor Mesh Component |
UE-179762 | Crash disconnecting pin in control rig function when function is referenced in another control rig |
UE-179748 | Can’t store Arrays in Metadata |
UE-181092 | Dramatic Control Rig Performance Issue |
UE-172608 | Control Rig: Renaming Control loses it’s animation |
UE-181764 | RigVM: Array Get Num dispatch returns incorrect opcode |
UE-175589 | Crash trying to rename retarget pose that is not current using python |
UE-181609 | Animation sequences containing curves are always marked as modified after opening |
UE-178469 | AnimSandbox - Assertion failed: bUseRawDataOnly in AnimSequence.cpp when copy/pasting anim curves from one animation sequence to another |
UE-180971 | Anim node function flag serialization does not work in versioned builds |
UE-174431 | TickComponent and PostPhysicsTick in SkeletalMeshComponent can cause simultaneous read/write access |
UE-179782 | Exporting an Animation Sequence from a Sequence that has a spawnable causes a crash |
UE-181608 | Curve colors are lost when upgrading to AnimSequence data structure |
UE-180071 | Can’t record actor |
UE-181622 | Animation Attribute curves are not updated/reflecting reimported data |
UE-168815 | CopyPoseFromMesh on lower LODS |
UE-180976 | Animation curves can be incorrectly remapped after saving |
UE-180975 | MH plugin export functionality can cause animation compression deadlock |
UE-177425 | AnimSequence are always rebuilt in Lyra |
UE-179949 | Start Position on an Anim Sequence is ignored when assigning a Sync Group |
UE-174837 | Unable to click and create a Child Anim Blueprint with Skeleton |
UE-173759 | Editor sometimes crashes when trying to compile an Animation Blueprint that extends a class with AnimInstanceProxy |
UE-178502 | Editor crashed when selected the property menu of the copy of a track with animation blend. |
UE-177795 | Can no longer animate a skeletal mesh in a packaged build |
UE-178963 | Crash after trying to open or save Level Sequence asset |
UE-181758 | Can’t bake Constraints in nested sub sequences |
UE-179373 | Sequencer: Hide Time Undo with CVAR |
UE-179305 | Copies of deleted constraints are added with the newly added constraint after Undo |
UE-179884 | Adding parent constraint to control rig in shot crashes the editor |
UE-181133 | UE crashing when trying to switch spaces on CLA rig on a nested LS |
UE-180443 | Setting Vertex Delta Model on blueprint using NMM MLD asset crashes |
UE-144848 | Map Niagara_Fluids on Project ContentExamples Renders without light on Galaxy S7 Mali |
UE-180843 | [Alias Wire] Issue with parts positions |
UE-180715 | USD - Collapsing vertex count limit no longer works |
UE-175273 | Cannot add a Reference to a Prim in USD Stage |
UE-180850 | USD - Changing material purpose doesn’t affect the viewport |
UE-181902 | Unsaved and source control columns in the scene outliner are not functioning |
UE-180926 | LogSpam: InvalidateAllWidgets; Running PIE in any project |
UE-179812 | Reference Viewer’s AutoPopulateFilters seem to not show any referencers |
UE-181200 | Some variables have their parameters name shown in the message with when logging with UE_LOGFMT |
UE-179376 | CancellationToken error when building a GitHub version of Linux Release 5.2 Preview 1 build |
UE-180345 | FCachedPropertyPath related link error with Editor Clang NoPCH build |
UE-180990 | Deferred actors are sometimes saved before being run during cook because of a missing flush |
UE-178298 | Crash could occur on Mac when working with Niagara |
UE-179732 | JobObject appears to break /ZI pdb compiles |
UE-179719 | VS2019 can be selected when installed if the only version of 2022 is preview or community when generating projects |
UE-139171 | Crash converting an actor to a lightweight instance |
UE-116296 | Crash assigning static mesh to LightWeightInstanceStaticMeshManager |
UE-178689 | [CrashReport] UnrealEditor-Kismet!SKismetInspector::MakeContextualEditingWidget(FKismetSelectionInfo &,SKismetInspector::FShowDetailsOptions const &) [SKismetInspector.cpp:212] |
UE-181567 | MeshCreateBoneWeights has a wrong type |
UE-176209 | Cooker has been blocked from saving the package on Windows |
UE-180517 | Lyra fails to package for Linux due to error: Failed to copy …\Engine\Binaries\Linux\EpicWebHelper |
UE-180986 | TSan identified a race condition in UnixPlatformFile.cpp related to FileMapCache |
UE-181961 | Callstack showing Unknown() Address on Macs with M1 processor |
UE-181647 | Intel Mac Compiles Apple in Development Configuration and Intel in Development Editor |
UE-181935 | Cannot open packaged game on Mac |
UE-172403 | DLOpen Bug in MacOS |
UE-181328 | InstallBuilds of Mac Editor not properly signed |
UE-180026 | Modulated Shadows are incorrectly drawn on Android Vulkan |
UE-177068 | Match3 crashes on launch with RegisterNatives received NULL jclass in call to RegisterNatives |
UE-173286 | BundleDisplayName is not localized for packaged IOS project created with RemoteBuild |
UE-180363 | Webbrowser Widget on Android does not display WebGL or video content |
UE-179372 | Flickering artifacts occur in the Mobile Game Project on iOS |
UE-179396 | Player falls through the ground in the Mobile Game Project |
UE-181263 | Android packaging has unneeded dependency on unused build-tools version |
UE-173267 | Crash occurs opening projects packaged with Mac on iOS |
UE-181351 | Cannot install Android Shipping packages on Mac |
UE-179525 | Mobile Rendering - Crash - Crash occurs opening OpenGL Deferred Android project packages |
UE-180069 | Android project in GL mode fails to open with Assert on OpenGLES.h |
UE-181215 | Unsupported PixelFormats can be triggered on iOS |
UE-178445 | Incorrect RegEx for matching double digit iOS device profiles |
UE-181849 | Splitscreen starts without focus causing black screen on Android |
UE-179774 | Controller models do not appear |
UE-176854 | OpenXR - Editor crashes when performing a VRPreview with either Android Vulkan or Shader Model 3_1 Preview Rendering level selected and MMV enabled |
UE-178055 | OpenXR not providing poses at edit time with -xrtrackingonly |
UE-147601 | Crash when visualizing DOF Layers |
UE-181343 | Light function materials using WorldPosition do not render correctly to volumetric fog if there is more than one |
UE-180328 | Engine Crashes when opening Level |
UE-181244 | Unreal Editor Stalls and stops Responding after Launching the Lyra Project |
UE-181562 | Black screen with TSR on NaniteTest |
UE-175285 | Editor crashes when the viewport is selected after the Visualize effect Depth of Field Layers is toggled on |
UE-180965 | Adreno OpenGL crash when initializing arrays |
UE-179502 | Automotive Materials - ClearCoat Specular Artifact with Saturation ~1 |
UE-180556 | Alpha channel is dirtied when Anti-Aliasing Method set to TSR |
UE-179342 | [CrashReport] Assertion failed: Size > 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp] [Line: 308] Attempt to create buffer ‘Shadow.Virtual.VisibleInstances’ with size 0. |
UE-181841 | Hardware Ray Tracing is missing culling defaults |
UE-177512 | Content Example stands have poor Lumen GI in DX11 |
UE-181460 | Niagara Decals need a sort key to fix flickering |
UE-180029 | Crash caching 3D Fluid Niagara system with Attribute Capture Mode: Capture Explicit Attributes Only |
UE-179871 | Renderer Only SimCache Flickers |
UE-176489 | Particle attribute bindings showing up incorrectly for other emitters |
UE-181464 | Crash when setting Niagara Position Array with null component |
UE-181610 | Crash when opening Niagara Fluids due to the resource return type for component 0 declared in the shader code (SINT) is not compatible with the resource type bound |
UE-179361 | Niagara assets have no icon for the refresh |
UE-180895 | Emitter/System editors are missing various icons |
UE-173998 | Crash when creating a new User Parameter in the User Parameters window when a custom hierarchy Section is selected |
UE-179530 | Enabling or disabling a Simulation Stage does not dirty the emitter to allow for applying the change or saving the asset |
UE-179722 | NiagaraFluids Content example is not properly casting shadows with Heterogeneous Volume rendering |
UE-174719 | Each time you change a variable property the parameters pane resets |
UE-174001 | Crash when attempting to move a user parameter from the User Parameters panel atop the Hierarchy window |
UE-181325 | Path Traced image is darker than expected in some lighting conditions |
UE-167096 | Alchemist GPU crashes when opening projects with -vulkan |
UE-166774 | Crash when opening ContentExamples for Vulkan with AMD graphics card: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000 |
UE-177065 | AMD driver times out with Nanite support for Vulkan fix |
UE-178210 | Assertion failed: PendingComputeState->GetCurrentShader() == ComputeShader when attempting to Simulate 3D Niagara Gas Fluids |
UE-176105 | r.GTSyncType 2 console command causes incorrect frame rate display on Windows platform |
UE-171188 | With Vulkan RHI, Switching Rendering Preview to SM5 Crashes the Editor |
UE-181050 | Lyra Packaged game crash when running with -vulkan -vulkanDebug -log arguments on windows |
UE-175014 | Crash when using D3D12 RHI with -nothreading |
UE-177811 | Newly created First Person C++ template project compiles shaders in an Installed Build created from RunUAT BuildGraph |
UE-179862 | ShooterGame crashes occasionally with an Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000 |
UE-181615 | ORTDml interface declare model is running on CPU while it is running on GPU |
UE-181014 | Content Examples Physics Map Second Blue Cube hovers instead of moving from side to side on Example 1.5 |
UE-181338 | Abnormal Shutdown when reverting a change on a mask within a Skeletal Mesh asset |
UE-180135 | The offroad vehicle in the TP_VehicleAdvBP is sitting through the ground. |
UE-180441 | Damping Coefficient too weak |
UE-181261 | Mannequins joints stay bent when not simulating |
UE-176607 | NearestNeighborModel is broken without external python dependencies |
UE-179887 | Editor Crash when using -onethread command line argument |
UE-181240 | OCIO profile not being applied to the wall |
UE-178767 | M_ShowSource is Invalid on Nanite Static Meshes, Forces Default Material in nDisplay Node |
UE-179742 | Color Correct Regions: Crash when closing the editor |
UE-174743 | Stage App does not differentiate between UV light card and light cards in details panel |
UE-175924 | Stage app labeling does not differentiate between light cards and flags |
UE-173287 | Various RemoteControl game mode issues |
UE-181448 | Anamorphic Undistortion Material does not apply squeeze factors or lens rotation correctly |
UE-180093 | DMX - Ports generated or updated from the MVR importer are not saved |
UE-179775 | DMX - Undo removing a Fixture Patch changes Fixture ID of the Patch |
UE-177416 | DMX - Control Console ‘Save As’ keeps editing the loaded instead of the saved preset |
UE-177840 | DMX - Control Console keyboard short-cuts (e.g. Ctrl-S) don’t work |
UE-180092 | DMX - Datasmith MVR plugin does not handle the discrepancy of file names exported from vectoworks |
UE-179295 | DMX Pixel Mapper - Brightness on Output Mapping Renderer has no effect |
UE-179296 | DMX Pixel Mapping - fixtures in layout have incorrect appended number to name in UI |
UE-181205 | DMX - Control console is not available with the DMX Template |
UE-158579 | Remove/replace uses of master/slave found in LiveLinkOverNDisplay with base folder Source |
UE-167935 | When LiveLink is driving focus, user cannot change focus override setting |
UE-179553 | EXR MipMap Playback does not respond to Level Sequencer / Does not Render in nDisplay Node |
UE-179818 | Rivermax custom timestep always in error at launch |
UE-179822 | Image Reader Caching Issue (Tiles/Mips) |
UE-180231 | nDisplay Crash when Node backbuffer is Media Output and using 150% screen resolution. |
UE-178966 | Media EXR / Multi-User - Starting playback in a new Media Plate actor won’t transact to nDisplay nodes |
UE-175061 | Enable AnyThread buffer capture for Rivermax |
UE-176713 | RiverMax - UE failing to launch on LALab Control 1 starting CL - 24097343 |
UE-181084 | Deadlock in media capture when using dx11 with experiemntal flag on |
UE-181176 | Remote Control - Crash when changing levels |
UE-181179 | Remote Control not releasing Midi Controller properly |
UE-175336 | Remote Control Web Interface bind address should not be 0.0.0.0 |
UE-180743 | Compile errors in RemoteControlSettings.h and 15 others |
UE-180480 | Compile errors in RemoteControlWebsocketRoute.h and 2 others |
UE-144137 | Remote Control does not inherit material defaults |
UE-181068 | Compile errors in SRCPanelExposedField.cpp and Module.RemoteControlUI.cpp |
UE-180586 | Remote Control Security - Duplicated IP Setting |
UE-179745 | Changing the value of Remote Control WebSocket Server Port will generate a crash |
UE-176324 | Remote Control - Some routes circumvent the passphrase and RC validation |
UE-180502 | Remote Control Interface - Cannot input password from the web interface. |
UE-180918 | Remote control websocket server bind address can’t be set |
UE-181152 | Web Remote App - Restrict Server access breaks the communication with the API until Unreal is re-started |
UE-181097 | WebApp is failing to build since CL 24735357 |
UE-175341 | Remote Control Web Interface: Disallow requests to /api/proxy |
UE-176107 | Remote API - Packaging with MIDI properties exposed fails |
UE-179015 | Can’t rename Group in In-Camera VFX Editor when name is empty to begin with |
UE-181119 | Crash when setting nDisplay Media Input/Output in Config Editor |
UE-163884 | NewNodeGroup in In-Camera VFX in the Light Cards Editor cannot be deleted |
UE-180806 | FPS capped at 24 on Render Nodes in the Origin Project |
UE-179747 | Metahuman Groom crash on ICVFX Stage Render Nodes |
UE-175576 | Layer creation not being transacted when joining MultiUser session |
UE-179501 | nDisplay - Multi-Processing OCIO is not correctly applied/composited on inner frustum shared texture |
UE-174756 | Enabling TextureShare plugin deadlocks (with 1.5s timeout) when launching 2 nodes on the same PC. |
UE-182035 | nDisplay ICVFX panel preview appears blown out in some projects |
UE-180777 | Light Cards are not Exposed to Cinematics |
UE-180955 | nDisplay sometimes renders ceilings in low quality |
UE-180201 | nDisplay crash when using global media settings latency of 1 |
UE-179493 | nDisplay CLN::GetObjectsData called by unused nDisplay actors in the scene at runtime. |
UE-180636 | nDisplay Chroma key color selection dialog not working. |
UE-178927 | Moving nDisplay actor causes jumps in UV light cards |
UE-176593 | nDisplay significant perf drop when adding a light card in CitySampleVP |
UE-176759 | nDisplay - Crash right clicking on window after deleting viewport? |
UE-174463 | Passing custom data with nDisplay shared frames |
UE-180056 | Editor crashes when a DCRA instance is removed from the scene (DEL key) |
UE-181110 | NDisplay fails to update OpenColorIO Display-Views |
UE-181336 | OCIO fallback invalid pass isn’t visible anymore |
UE-180364 | FullScreenWidgetActor does not display widget |
UE-169747 | Light Mixer Panel - Changing Parameters on a Multi-Selection Only Change Values Of Lights On Screen |
UE-178408 | Animations recorded via Take Recorder are locked by random machines |
UE-178725 | Deleting locally saved Foliage is crashing nDisplay Node in Multi-User |
UE-175197 | Closing UnrealMultiUserSlateServer causes a Crash |
UE-180062 | Play mode missing play backwards and pause |
UE-179750 | Sequencer Playlists - Unbounded play removes sources from pending take |
UE-180063 | Playlist item sidebar should be arranged in a 2x2 rather than 1x4 |
UE-180061 | Sequencer Playlists missing final icons (5.2) |
UE-176188 | Pause All button does not pause any assets |
UE-177168 | Switchboard - Engine sync method regression for Use Existing |
UE-180945 | Switchboard - Issues with co-located nDisplay multi-process devices |
UE-179752 | Engine Build is always behind what switchboard is expecting |
UE-179771 | Switchboard sometimes not populating list of ndisplay devices |
UE-179572 | Switchboard: Often incorrectly displays build required, even immediately after building |
UE-181891 | Switchboard - Unhandled exception when workspace Setting is None |
UE-179973 | Match Remote Resolution not functioning |
UE-179690 | Some VCam states are broken |
UE-181399 | Proxy Camera does not respect the record settings of the Virtual Camera |
UE-181153 | VCam HUD widgets are focusable and selected when using a gamepad |
UE-180014 | Axis input continues to be applied after stopping when device is connected to the iPad |
UE-181337 | Deleting Pixel Stream LiveLink Source leaves VCam inoperable through iPad |
UE-181586 | Compilation errors Release-5.2 |
UE-179233 | Undoing VCamActor after placing and closing editor results in crash |
UE-181672 | Memory leak in SensorCorrectionModifier and VCamInputSubsystem |
UE-181273 | Incorrect tooltip on ear menu buttons |
UE-180212 | Releasing an Ear Button after press and hold for tooltip will fire the button |
UE-180222 | When exiting Review Take, VCams do not reparent to their original viewports |
UE-180012 | Input Devices streamed from LiveLinkVCam App do not respect other Device IDs |
UE-180648 | Assert due to Memory Leak after Saving a Level with an active Vcam (HUD Enabled) |
UE-180828 | VCam is emitting warnings in log output due to invalid objects |
UE-180782 | MultiUser filter gets duplicate entry of CineSplineMetaData |
UE-180169 | Touch routing to bottom right corners if viewport breaks after dismissing the Live Link VCam Top Bar |
UE-179891 | FocusDistance in VCamHUD does not update when VCam is attached to Spline |
UE-179624 | Constraints do not transact |
UE-179983 | Exposure Compensation is not exposed to the details panel of the lens modifier |
UE-180571 | VCamMultiUser is missing VCAMCORE_API on structs |
UE-179211 | Memory waste and editor stuck due to huge user ID from iOS App |
UE-180017 | Next and Previous Lens Connections do not work |
UE-177391 | Spline mode does not transact changes from VCam HUD over MU |
UE-179689 | VCamMultiUser does not transact some focus settings |
UE-181024 | Autokey removes unrelated keyframe when spline point is deleted |
UE-179776 | Add tooltip to input device auto detection button |
UE-180166 | Bookmarks store whether debug plane is on |
UE-180050 | Errors when spline mode is open while take recorder is closed |
UE-180048 | CineCameraRigRail should be hidden in game |
UE-180035 | HUD does not show correct tracking distance when in Tracking Focus |
UE-179816 | EarMenu tooltip rescales HUD and does not appear in the correct position |
UE-179716 | Proxy Camera fails to unparent from CineCameraRigRail when VCam unparents |
UE-180220 | ProxyCameras are not uniquely named |
UE-180041 | Axes should not zero out when not inherited from CineCameraRigRail |
UE-181136 | ActorToTrack does not transact via VCamMultiUser |
UE-180211 | Launching VREd without a viewport open will crash engine |
UE-158928 | Entering VR mode from cinematic viewport results in blackscreen |
UE-180210 | Launching VREd without a viewport open will crash engine |
UE-150017 | Virtual Scouting - Hand controllers position is offset compare to SteamVR menu |
UE-175736 | VR Scouting - Viewfinder tool can interact with existing cameras in the level |
UE-164469 | The Viewfinder max zoom goes back to 70mm instead of increasing further in Virtual Scouting mode |
UE-180435 | Output log contains errors for FPCGSplineStruct |
UE-176588 | Undo/redo workflow should work (currently breaks callbacks it seems) |
UE-180572 | Sharing of ISMs on different nodes can lead to issues |
UE-180575 | [PCG] Actor pin unexpected data on landscape splines |
UE-180054 | Reuse ISM triggers a check under some circumstances |
UE-180886 | Node CRC issue - CRC does not correctly account for input pin label |
UE-180872 | Get Landscape Data node is crashing |
UE-180157 | [PCG] Crash on redo after GC |
UE-180849 | [PCG] Debug object dropdown resets on open |
UE-179360 | Undo settings change on SpawnActor node crash |
UE-180053 | Output points have invalid metadata after an intersection node |
UE-181151 | Investigate assert WP when using PCG |
UE-181534 | -run=Cook process is crashing when being ran due to !SourceCellName_DEPRECATED.IsNone() |
UE-181455 | Investigate crash when making levels |
Still wondering about this if anyone has an answer
Opening a project created in 5.2 preview 1 in preview 2 results in a warning that a plugin “Bridge” is required for the project and is missing. Is this correct behavior?
Please enlighten me and tell me how to build hlods and make it work!
I’m assuming you are talking about world partition HLODs, there’s a thread about it here: How do I build correct Landscape HLODs in world partition?
Personally I was still unable to ever get a consistent geometry density, but HLODs do build.
Unfortunately, Epic’s documentation for WP HLODs is useless. So you’re going to have to just sift through forum threads to figure it out.
Epic Please understand if u want to use ur unreal engine for archviz you need to put mirror reflection or else you are day dreaming to make ppl using it for archviz. there will always be no house without mirror. Its a pathetic drawback to not have a perfect mirror in unreal engine LUMEN.
Same issue here
Megascans material function is broken (M_MS_Surface_Material).
False!. Been in the movie industry for 18 plus years our studio and many studios use Mac for many 3D projects. Most 3D softwares that are open source are just adjusting to OS do to the demand of Mac users. Apples hardware will always out battle any windows hardware. My 2 cents.
Yeah, I’m not seeing the Bridge plug-in either after updating to preview 2. Tried reinstalling Quixel Bridge, as well as verifying my unreal version. Still not showing.
One thing where the really had and still have an edge is resolution and display. I dont get why they chose to oppose nvidia.
“Apple hardware will always out battle any windows hardware”. I wasn’t aware there was a circus on here. Looks like you need to open your eyes and look at some charts. Also, what is windows hardware? I’ll tell you facts instead of “2 cents”. Apple hardware can never beat “Windows hardware”. Why? Because there is no such thing as “windows hardware” since one can build their own and the sky is the limit.
Uhh. You can do that easily with a camera.
Please for the love of the gods in the library tab when there is an update for something we purchased make it easy to find and update it, currently you have to scroll through 100s of plugins and stuff to find the update.
And for all that is holy in the outliner please make it so that when we shut a folder it stays shut when we reload the editor! I’m just plain sick of having to close the folders all backup and next load every one of them is open again.
On a side note could you fix it when free roam around with the camera so there isn’t a giant shadow cast in from of me on the terrain? and could you add a save all shaders button instead of making me save each one and have to wait? god bless and thanks boy and gals!
This has been an eternal problem with the launcher. I am really hoping when Epic finally launches FAB and deprecates the marketplace, they’ll fix.
Yeah. Beat an ada lovelace quadro, then. If you said RedHat or CentOS, it would be more realistic. we learned that working time wasn’t equal with knowledge.
+1 on improving Library section.
Even when there’s not an update, digging though dozens to hundreds of plugins in the Vault trying to figure out which ones are 5.1 or just 5.0 or still stuck on 4 is abysmal…
Need filters. Need clear visibility.