Wide-hash aliases
Some game data refers to an asset by a 64-bit key instead of its 32-bit tag. A wide-hash alias maps such a key to an asset your project added. An added native asset can have several aliases. Studio does not derive keys from names. You enter the exact key.
Add aliases
- Open a project.
- Open the added asset.
- In the Inspector, press … (More) and choose Wide-hash aliases….
- In Wide hash, type the key as exactly 16 hex digits. A
0xprefix is allowed. - Press Add.
- Repeat for each key.
- Press Save aliases.
You can also open the editor from the Changes tab: right-click the asset’s row and choose Wide-hash aliases…. Remove next to a key takes it out.
The save is one undo step. A failed save keeps the draft open. If the project or the asset changed while the editor was open, reopen it.
Rules
- The asset must be a native added asset. Its package ID must be from
0100to0CFFand not installed. See Package IDs. - A key cannot repeat another key in the project.
- A key cannot repeat a key the installation already claims, including older patches and claims whose target is missing or of another class.
- A package holds at most 1,000,000 alias rows.
- Studio needs the installation open to check these rules.
Saving aliases does not rewrite the asset’s payload. The build writes them into the package’s alias table. See How a build works.
Limits
An alias alone does not make the game load a new map or bubble. unverified in game.