Fix This! - Todo system for the level editor

Fix this!

Fix this! is not an actor with limited functionality in the level, rather a powerful editor plugin. Leave comments in level for your teammates, convert any comment in your blueprints to tasks and get an overview of all things that need to be done.

FEATURES Intuitive notes creating system for level and blueprints

  • One click to find and focus to a note in the level or to comment in the blueprint
  • Keep track of tasks with a well designed detailed list
  • Sort list by priority or date created
  • Config panel
  • Works with all versioning software (Perforce, Github, etc) with no modifications
  • Clean design
  • No install needed

Future plans: More icons, tags, users, integration with 3rd party systems ( trello, jira, assembla )
HOW IT WORKS VIDEO

**STORE LINK

https://www.unrealengine.com/marketp…e-level-editor

SUPPORT**

GitHub - alexhajdu/FixThis_Project-management-plugin-for-UE4: FixThis! : UE4 plugin documentation and development tracking [HR][/HR]

I have 4.21. It does not work for some reason: I entered text, pressed Create Task. It created a new object PostIt, but it is totally transparent: no visible text, no background. I clicked on green check mark - it did not delete the task, instead it was no really doing anything and then the engine just crashed. I restarted the engine, check mark started working (with random time when PostIt object got deleted), but still no text, no background…


Also, I see on your screenshots it is a billboard, right? Mine is not. See screenshot.

also this came up:
2>C:/Program Files/Epic Games/UE_4.21/Engine/Plugins/Marketplace/FixThis/Source/FixThis/Public/TaskEditor.h(42) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>C:/Program Files/Epic Games/UE_4.21/Engine/Plugins/Marketplace/FixThis/Source/FixThis/Public/TaskEditor.h(45) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>C:/Program Files/Epic Games/UE_4.21/Engine/Plugins/Marketplace/FixThis/Source/FixThis/Public/TaskEditor.h(48) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.

what worked is placing the code into my project. Then I had no issues.
Here are some suggestions: modify text/priority, semi-transparent background color, customize font size and overall billboard size . Looking at your sources that should be easy to add.

Sure, this can be done. Config is coming in the next update this year. You will be able to config also the scale of the notes in the level

Let me investigate that. Did you change for some reason the material or the widget itself? It seems like only the visual interpretation is missing. Also it’s project plugin? Can you reproduce on the new project?

yes, it’s billboard material…did you change the widget or material in some way?

no, I did not change anything. Just installed it as is via launcher. Again, it started working properly only when I moved it from the engine into the project.

Hi, there is a new version available in the marketplace.

In the brand new config panel, you can customize your colors and scale to fit your level needs.

More cool updates are coming soon.

Awesome!
Can you also expose in the actor: current text and priority? So if I misspelled something, or change my mind on a priority, I do not need to redo the marker.

Yes, this will be exposed later. I’m working on this layout together with planed deeper integration with Assembla. My idea was to start simple and add more advanced features periodically.

I’m personally not a big fan of Assembla… Self hosted Perforce here.
Here is another idea for you: add customized labels (color coded, like in Trello), like: “need review”, “done”, “for John”, etc. It will be super useful when you work in distributed (remote) team, someone makes a label, someone else fixes it and marks it for review if needed. Then in the editor you should be able to sort by labels. One more thing to consider is how will you push your config to other team members (should be via source control).

  1. config - sure, for the team version, config will be added to source control…
  2. assembla - I know many teams are working with this because of svn, git, perforce hosting. Not a big fan of their task management tool too, but it’s a working solution and it’s here just one click away from your source control, wiki…I will start with this and later I can add more ( trello, jira … )
  3. tags, folders - those are great ideas, but I need to think out how to implement this because of assembla (or some other task management tool )

If you can push tags before you code 3rd party integrations it would be awesome :rolleyes:

My plugin is under development, I only started small…I’ve tags in my feature list for sure…

**To increase your productivity, Fix this! v1.2. is now supporting Blueprints todos! **

It means you can create todo in your level and also in blueprints converting any of your comment to todo.
Here is a video of how it works
https://youtube.com/watch?v=YHrOzj2uNow

Love this plugin, it’s really usefull!
But I’ve encountered a bug, it detects the node comments as tasks, and if you mark it as complete it removes the node completely.


image_155183.png

If you complete the task in the panel via the checkmark icon, the whole comment will be deleted as is considered you no longer need it. Is this what is happening? If yes, you want to complete the task but still keep the comment?

The problem is it detects all node comment bubbles as tasks, so I can’t use node comment bubbles without them appearing listed as tasks. The other problem is when a node comment is mark as completed, the whole node is deleted, not just the node comment bubble.

Captura.PNG