# Teriyaki Gaming ## Docs - [Teriyaki Gaming docs](https://docs.teriyakigaming.com/index.md): Documentation for Teriyaki Gaming plugins and asset packs for Unreal Engine - [Introduction](https://docs.teriyakigaming.com/plugins/inkwell/introduction.md): What Inkwell is: authored rich-text pages that render as real ink on real paper, in the world or on screen - [Quickstart](https://docs.teriyakigaming.com/plugins/inkwell/quickstart.md): Working paper in two minutes, then a page of your own, wired into your own interaction system - [Installation](https://docs.teriyakigaming.com/plugins/inkwell/installation.md): Installing Inkwell from Fab, enabling it per project, checking it worked, and the settings that matter on day one - [Page Documents](https://docs.teriyakigaming.com/plugins/inkwell/authoring/documents.md): The Ink Page Document asset: page geometry, paper and ink, two-sided sheets, default text style, and the page-per-layer-stack model everything else reads. - [Page Editor](https://docs.teriyakigaming.com/plugins/inkwell/authoring/page-editor.md): The Inkwell Page Editor window end to end: opening it, the toolbar, the three edit modes, zoom, two-sided sheets, the layers and pages lists, and the 3D game-true preview. - [Layers](https://docs.teriyakigaming.com/plugins/inkwell/authoring/layers.md): Every page is a back-to-front stack of text, image, and drawing layers — the model, the two sides of a sheet, the Layers panel, and the Blueprint API. - [Drawing](https://docs.teriyakigaming.com/plugins/inkwell/authoring/drawing.md): Five procedurally drawn brushes, an eraser that rubs out ink rather than strokes, and the stroke data model behind them. - [Paper](https://docs.teriyakigaming.com/plugins/inkwell/authoring/paper.md): The four paper modes — texture, generated stock, your own material, or the mesh's own — plus the back of the sheet, per-page overrides, and tints. - [Fonts](https://docs.teriyakigaming.com/plugins/inkwell/authoring/fonts.md): The five bundled open-licensed families, importing your own, and how a document, a project and the engine decide what unstyled text looks like. - [Ink Page Display](https://docs.teriyakigaming.com/plugins/inkwell/components/page-display.md): The component every Inkwell surface is built on: point it at a Page Document and a mesh, and the mesh shows that page. - [Ink Page Stack](https://docs.teriyakigaming.com/plugins/inkwell/components/page-stack.md): Show a multi-page document as a physical pile of paper: one sheet per page, with a choice of page-turn styles from an instant snap to a sheet arcing around the pile. - [Ink Page Actor](https://docs.teriyakigaming.com/plugins/inkwell/components/page-actor.md): The placeable sheet of paper: drag it into the level, pick a document, done. - [Ink Page Widget](https://docs.teriyakigaming.com/plugins/inkwell/components/page-widget.md): Show an Ink Page Document on screen in UMG — built from the same layer stack as the in-world page, so the two match. - [Ink Page Reader](https://docs.teriyakigaming.com/plugins/inkwell/components/reader.md): Snap a page into view for reading and float it back exactly where it lay — with fit-to-view framing, a flip to the back of the sheet, movement and camera locks, and physics capture. - [Ink Page Interactor](https://docs.teriyakigaming.com/plugins/inkwell/components/interactor.md): The demo look-at-and-press-a-key interaction: a focus line trace, a prompt event, and editable default keys that make pages readable out of the box. - [Integrating with your interaction system](https://docs.teriyakigaming.com/plugins/inkwell/guides/integration.md): Wire Inkwell into the interaction system your project already has: your own focus and interact logic — trace or overlap — calling the Ink Page Reader, the shipped Enhanced Input actions, page turns, flips, and closing. - [Authoring meshes for Inkwell](https://docs.teriyakigaming.com/plugins/inkwell/guides/mesh-authoring.md): Best practices for modeling readable props in Blender or any DCC: laying out UVs for the writing surface, setting up material slots, matching the page's aspect, and exporting FBX so Inkwell's ink lands exactly where you meant it to. - [Example content](https://docs.teriyakigaming.com/plugins/inkwell/guides/examples.md): The showroom map and every demo asset that ships inside the plugin — what each exhibit demonstrates, how to play it, and which pieces are reference material rather than production components. - [Runtime documents](https://docs.teriyakigaming.com/plugins/inkwell/guides/runtime-documents.md): Build and mutate Ink Page Documents from Blueprint while the game runs — the page and layer API, writing the back of a sheet, the markup format, a worked generated note, and what a bake actually costs. - [Project Settings](https://docs.teriyakigaming.com/plugins/inkwell/reference/settings.md): Every Inkwell setting: name, type, default, what it does, and where it lives in Project Settings > Plugins > Inkwell - [Rendering Pipeline](https://docs.teriyakigaming.com/plugins/inkwell/reference/rendering.md): How a page becomes pixels: layers to a Slate widget tree, the render-target bake, the ink texture, the MF_InkwellPageInk contract, and the page material that multiplies ink over paper - [Blueprint API Reference](https://docs.teriyakigaming.com/plugins/inkwell/reference/blueprint-api.md): Every Blueprint-callable function, property, event and struct on Inkwell's runtime classes, with types and defaults - [FAQ](https://docs.teriyakigaming.com/plugins/inkwell/reference/faq.md): Straight answers about engine versions, licensing, Blueprint, packaging, multiplayer, VR, performance, and the things that most often look broken