Hey @WonderWoman, if you’re ready to streamline everything, check out our plugin : Asset Optics **. Here’s how it tackles each pain point:
- In-Editor Task Placement: Drop tasks right where the issue lives—whether it’s a light-leak in Cell_A2 or a GI pop-in near the player start. No more juggling spreadsheets or sticky actors.
- Real-Time Sync & Comments: Every task, comment, and screenshot syncs instantly to your team’s web board. Your lighting lead sees updates mid-session, and your scripter can reply with a Blueprint snippet without leaving UE.
- Custom Labels & Filtering: Tag tasks by “Lighting,” “Blueprints,” or even by streaming cell. Each of your four teammates gets a filtered view in-editor, while you still have a master overview on the web.
- Multi-User Project Sharing: Spin up sub-workspaces for each discipline (world-building, lighting, QA) under one master project. Everyone’s working in the same map, but with their own task queues.
- Screenshot & Asset Links: Attach Lumen debug snapshots or reference meshes directly to tasks. Teammates click the task and teleport to the exact camera view or asset causing hiccups.
- Offline Caching & Conflict Resolution: Work on location? Edits queue locally and merge conflict-free once you’re back online—no lost notes or duplicate tasks.
We’ve cut our cross-discipline hand-off overhead by over 50%, and everyone stays in the editor. Give it a spin here Asset Optics – Next-Gen Asset Management | Fab, and let me know how it fits into your Lumen/Lightmass pipeline! Any questions or feature ideas, drop them here—would love to hear your thoughts.