
The Page Editor. Three resizable panes: document settings, the page you are writing on, and the 3D preview and layer stack.
1 — Left panel
2 — Toolbar
3 — Page surface
4 — Right panel
Opening the editor
Double-click the asset
Use the Page Editor toolbar dropdown
- Edit Document… — a browser dialog filtered to Page Documents.
- Recent / All Documents — the last eight documents you edited, listed by name, above a searchable list of every Page Document in the project. The list answers from the Asset Registry, so nothing is loaded until you click a row, and a document that was deleted or renamed drops off the recent list by itself.
- Create New Page Document… — creates the asset and opens it.
- Import Font Family… — the font import dialog.
- Documentation — opens this documentation in your browser.
Right-click a placed actor
Or use the console
Inkwell.OpenPageEditor /Game/Notes/DA_MyNote.DA_MyNote opens that document. With no
argument it opens the document directly if the project has exactly one, and otherwise
prints every available object path to the Output Log so you can copy one.
Inkwell's Page Editor button (1), at the right end of the Level Editor toolbar.

The Inkwell menu. The same entries appear whether you open it from the Page Editor button in the Level Editor toolbar or from Tools ▸ Inkwell; the searchable document list is inside Recent / All Documents.
The toolbar

The toolbar styles the selected text; the Mode toggles decide what the page surface does, and the Zoom group controls how large it is drawn.
BoldItalic lights both), underline and strikethrough. On untagged text the size, color and
B/I/U/S toggles snap back to the document defaults while the font family stays armed for the
next run you style.
Selections survive toolbar clicks: the edit box keeps its selection when a button steals
focus, and focus returns to the text after each apply.
The three modes
One page surface, three things your mouse can mean. The mode also switches itself when you select a layer, so picking an image layer in the Layers panel puts you in Image mode rather than leaving you clicking at something the current tool cannot touch.IMAGE MODE — drag image layers. Esc returns to Text Mode.
DRAW MODE — draw on the page. Esc returns to Text Mode.Esc returns to Text mode from anywhere in the window. Leaving Draw mode mid-stroke drops that stroke — a mark belongs to the mode it was started in. Entering Draw mode with no drawing layer selected points the selection at an existing drawing layer when the page has one; otherwise the first stroke creates a new drawing layer to live in.

Text mode. Only the selected text layer is outlined, so a page you are just reading is not covered in boxes.

Image mode. Every draggable image layer gets a box, and the banner says why typing does nothing.
The page surface
The center pane draws the page at its real geometry — laid out in page pixels and scaled to fit the pane — with the paper (tinted by Paper Tint) behind a transparent rich-text box. Typing. Type straight onto the paper. Text auto-wraps, honors the text box’s own justification and line spacing, and renders untagged runs in the document’s Default Text Style. A text layer that fills the page wraps inside the document’s Margins Px; a placed text box wraps at its own width. Text box outlines. In Text mode the selected text layer — and only that one — is framed by four thin strips that sit just outside the box. Drag any strip to move the box. The strips are outside the box on purpose: the interior stays genuinely empty, so a click in the middle still lands on the writing and puts the caret where you aimed it. An outline around every text box would bury a page whose author is trying to read what they wrote. Dragging images. In Image mode every visible, unlocked image layer gets a drag box over its whole area — orange when selected, blue otherwise. Click to select, drag to move. Drags convert screen pixels back into page pixels, so the result is the same at any zoom or pane width, and one drag is one undo step. An image with no texture assigned still gets a box, so you can position it before you have the art. Double-click anything to jump to it. Double-clicking any element on the page selects its layer and switches to the mode that edits it: writing lands you in Text mode with the caret in that box, a picture in Image mode, a drawing in Draw mode. It works from any mode. Two deliberate exceptions: locked layers refuse to be picked up, and double-clicking bare paper does nothing rather than hunting for whatever is stacked behind it.Clicking my text does nothing
Clicking my text does nothing
A layer will not select or drag
A layer will not select or drag
Zoom and pan
The page opens fitted to its pane — and Fit stays live, following the splitter as you resize. Everything else is on the toolbar’s Zoom group and a few chords:Front and back
Every page is one face of a two-sided sheet. Directly under the Pages list sit two full-width toggles, Front and Back — page picks the sheet, this picks the side:- A back starts blank — bare paper — and exists (and costs anything) only once you put a layer on it. Deleting a back’s last layer blanks it again, returning the sheet to the free, unauthored state.
- A dot marks an authored back: the Back toggle reads Back •, and a page row reads Page 2 •, so a journal’s backs can be surveyed from the list without flipping every sheet.
- The side survives paging. Flipping through the backs of a journal page by page is a real proofreading motion, so switching pages keeps you on the side you were reading.
- A flip is navigation, never an edit — turning the sheet over cannot dirty the asset. Half-typed text lands on the side it was typed on, and a stroke started on one side never commits onto the other.
- The 3D preview turns the sheet over with you, so the back is read from the same angle and lean as the front.
Pages
The Pages list at the top of the left panel is one toggle per page, plus five buttons:Layers
The bottom half of the right panel is the layer stack for the current side of the current page, titled Layers (front to back) — the front of the page is the top row. Drag a row to restack it, right-click it to rename, and use the eye and padlock to hide or lock it. The + Text, + Image, + Drawing, Duplicate and Delete buttons build the stack, and the properties below the list change with the selected layer’s type. Layers is the full reference for the panel and for what each layer type carries.Drawing Tools
The Drawing Tools section near the bottom of the left panel holds the Brush and Erase tools, the brush type (Pen, Pencil, Marker, Crayon, Highlighter), ink color, size in page pixels, and opacity. Picking a tool switches the page into Draw mode. Drawing covers the brushes, the eraser and how strokes are stored.Paper & Ink
The Paper & Ink section sets the document’s paper. The Paper dropdown carries the four modes — Texture asset, Generated, Custom material, and Mesh’s own material — and the Back paper dropdown under it decides where the back of every sheet gets its stock. Below those sit the ruling settings when generated, the per-page paper override (labelled This page only, or This page’s back only while you are editing the back), and the paper tint, ink tint and ink strength. Paper covers generated paper in full; Page Documents lists the properties, the four modes and their defaults.Custom Mesh
The Custom Mesh section previews the document on your own mesh — a bent note, a board, a book — instead of the flat bundled sheet:3D Preview (game-true ink)
The top half of the right panel is not another view of the page surface — it is the page on a real mesh in a lit scene. Inkwell bakes the current side’s layers into a linear, transparent ink render target through the exact runtime bake path, then composites it through the lit page material a placed actor wears — roughness response and all — on the bundled sheet sized from the document, or on the document’s Preview Mesh. Left-drag orbits, wheel zooms, and flipping to the Back turns the mesh over while the camera holds still. In Mesh’s own material mode the preview drives the ink onto the mesh’s own slot material, exactly as the game will — including showing no ink at all when that material lacksMF_InkwellPageInk, which is the same contract your players get.
That is why the two panes differ, and the differences are the point:
- The surface carries editing furniture the preview does not: the caret, text box outlines, image drag boxes, the mode banner.
- Ink Tint and Ink Strength are material work, so they show up in the preview, not on the surface.
- The preview shows the ink as it will sit on the paper and the mesh — where a stroke lets grain through, where a highlighter goes under the writing, how the sheet catches the light.
Save Document
The primary button at the bottom of the left panel saves the asset — and, before it does, rebuilds the document’s hard font references: “Saves the Page Document and refreshes its hard font references so the fonts cook.” That second half matters more than it sounds. Markup stores fonts as string paths, which the cooker cannot follow. Save Document walks every text layer on both sides of every page, collects the fonts used, adds the effective default font, and writes them into the document’s Font References list so they get cooked. Anything you are still typing is flushed into the file first.Undo and redo
Every edit the Page Editor makes is a normal editor transaction on the document asset, so it lands on the editor’s own undo stack and the History panel lists Inkwell’s steps by name (“Draw Stroke”, “Move Text Box”, “Reorder Layer”, “Set Page Width (cm)”). The Page Editor window binds no undo keys of its own — undo and redo from the editor’s usual Edit → Undo and Edit → Redo — and the open window follows the document wherever the stack takes it. Two behaviors are worth knowing:- Typing is grouped into bursts. A run of keystrokes is one undo step, closed by the first pause of about a second, by switching page, side or layer, or by any other edit. One step per keystroke would make Ctrl+Z useless.
- One gesture is one step. A slider drag, an image drag or a single brush stroke undoes as a whole, including the drawing layer a stroke had to create to live in — undoing a mark that left a new empty layer behind would not be undoing the mark.