# Jiitto Unreal Import Quickstart

Use this quickstart after receiving the private Jiitto creator dataset preview.
It is a project-side evaluation guide, not a ready-made `.uasset`, official
Unreal plugin, open-use asset pack, license grant, commercial-use approval, or
external release approval.

## Files To Review

- `unreal/NandaronaGameplayTags.ini`
- `unreal/DA_Character_Jiitto.json`
- `unreal/README.md`
- `media/jiitto-character-sheet-v1.png`

## Import Order

1. Import or copy the Gameplay Tags from `NandaronaGameplayTags.ini` into the
   project before filling the character definition.
2. Create a project-side receiver for Jiitto data:
   - `UNandaronaCharacterDefinition`
   - Blueprint Primary Data Asset
   - Data Table row
   - component config
3. Create a local asset named `DA_Character_Jiitto` or an equivalent project
   row/config entry.
4. Copy stable fields from `DA_Character_Jiitto.json` into the receiver.
5. Map `gameplayTags` into an `FGameplayTagContainer` or equivalent project tag
   field.
6. Keep `stateIds` and `gameMomentIds` as ids for local UI, animation, or
   reaction binding.
7. Leave every `softObjectPathSlots` value empty until meshes, textures,
   materials, rigs, animations, icons, or thumbnails are separately approved.

## Field Mapping

| JSON field | Suggested Unreal receiver |
| --- | --- |
| `characterId` | `CharacterId` |
| `displayName` | `DisplayName` |
| `localizedNameJa` | `LocalizedNameJa` |
| `gameplayTags` | `FGameplayTagContainer` |
| `stateIds` | local state id list |
| `gameMomentIds` | local reaction moment id list |
| `visualRuleSet` | review notes or editor-only validation data |
| `softObjectPathSlots` | empty soft object fields until separately approved |

## Runtime Binding Pattern

The dataset is meant to be a stable character contract. Keep game-specific
behavior in your project:

1. Use `gameplayTags` for broad eligibility checks such as companion, UI
   reaction, cosmetic use, or observer role.
2. Map `stateIds` to local animation states, widget reactions, or simple
   behavior states.
3. Map `gameMomentIds` to local events such as round start, inspection, and
   neutral waiting.
4. Use `visualRuleSet` and `visualRuleSummary` as review guardrails for new
   art, not as runtime dialogue or public marketing copy.
5. Treat every empty `softObjectPathSlots` value as intentionally unavailable.
   Missing slots should fall back to neutral UI or no-op behavior, not invented
   assets.

Stop the local integration if identity fields change away from `jiitto`,
`Jiitto`, or `じーっと`, if Gameplay Tags are missing, or if a soft object slot
is filled without separate asset approval.

## Guardrails

- Use only `Jiitto`, `jiitto`, or `じーっと` as usable names.
- Do not use provenance or background names as aliases, tags, asset ids,
  package names, release names, or public labels.
- Do not invent meshes, rigs, animations, icons, thumbnails, mouth states, human
  identity, clothing identity, or combat-primary roles.
- Do not publish footage, screenshots, store pages, social posts, marketplace
  assets, or downloads without separate review.
- Treat this as inquiry-only until license terms, public contact route, and
  external release approval are decided.

## Minimum Local Check

Before asking for the next discussion, confirm:

- Gameplay Tags were imported before the DataAsset or receiver was filled.
- `characterId` remains `jiitto`.
- `displayName` remains `Jiitto`.
- `localizedNameJa` remains `じーっと`.
- Empty soft object slots are still empty.
- Any planned animation, marketing, public footage, or asset request is written
  in the inquiry response.
