Configuration

// Config: Engine - [], Foundation - [v1.1.9], Toolkit - [v1.4.0]

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Ogham Storyteller Subsystem Settings #

Access Project Settings › Subsystems › Ogham Storyteller to configure your project”’s story tree. The page is five tabs:

  • Labels — a Label is a named field schema: which content fields a node should have (Text, Sprite, Audio, Prefab), and whether each is required. Assign a Label to a node and its content panel becomes a fixed, templated layout driven by that schema instead of a free-for-all field list — handy for keeping every “dialogue line” node in your project shaped the same way (speaker, portrait, line, VO clip, say), and for catching a node that”’s missing a field it should have. The Default label”’s fields stay in sync on every node automatically as you edit it here.
  • Manuscript Export — export your project”’s content as a structured script, e.g. for handing off to a voice-over actor or reviewer outside the editor. Configure which content labels get included in the export from this tab.
  • Data Import — Foundation itself ships no importers; this tab lists whatever”’s currently installed (Ogham Storyteller Toolkit”’s Twee/SugarCube importer is the shipped example) and shows “No importers installed” if none are. Implement Heathen.Ogham.Editor.IOghamImporter yourself to add another format — implementations are discovered automatically, no registration step needed.
  • Files — by default your whole project lives in one file. A Collection can be split into its own file (a FilePointer) for better team version control — the graph editor still shows one unified tree regardless; only the files on disk are split, at whatever nesting you choose. This tab lists every FilePointer in the project and lets you Enable/Disable each one. A disabled FilePointer”’s content doesn”’t exist in the project at all while it”’s off — not shown in the graph, not tag-registered, not built — and its target file on disk is left completely untouched until you re-enable it, so toggling back and forth is always safe. This is the tab to check first if a Collection you expect to see in the graph isn”’t showing up.
  • Editor — preferences for the graph-editing experience itself (canvas/interaction settings).

All settings are persisted as JSON in ProjectSettings via the Game Framework settings store, the same convention used across Heathen”’s other Subsystem-tier settings pages.

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