# ENTITY::REMOVE_FORCED_OBJECT

- **Hash:** `0x553FA683F2BCD814`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `RemoveForcedObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/REMOVE_FORCED_OBJECT

## Signature

```c
void REMOVE_FORCED_OBJECT(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveForcedObject(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x553FA683F2BCD814, p0, p1, p2, p3, p4)
```

### JavaScript

```js
RemoveForcedObject(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x553FA683F2BCD814', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x553FA683F2BCD814, p0, p1, p2, p3, p4);
```

## See also

- [ENTITY::CREATE_FORCED_OBJECT](https://natives.borderlinerp.com/natives/ENTITY/CREATE_FORCED_OBJECT.md)

*Sources: alloc8or RDR3 NativeDB.*
