_PRELOAD_ENTITY_INTERIOR
Enables or disables preloading for an entity interior.
Hash
0x6C31B06E91518269Runtime name
PreloadEntityInteriorNamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _PRELOAD_ENTITY_INTERIOR(Entity entity, BOOL toggle);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
toggle | BOOL | — |
Returns void
Description
Enables or disables preloading for an entity interior.
Used to force-load interiors for train carriages that the engine disabled due to distance-based optimization.
This does not affect entities whose interiors are already managed by the engine because they are close to the player.
This native can enable interiors for train carriages that the game engine has disabled due to distance-based optimization.
Usage
PreloadEntityInterior(entity, toggle)
-- always works, by hash
Citizen.InvokeNative(0x6C31B06E91518269, entity, toggle)JavaScript and C#
PreloadEntityInterior(entity, toggle);
// by hash
Citizen.invokeNative('0x6C31B06E91518269', entity, toggle);Function.Call((Hash)0x6C31B06E91518269, entity, toggle);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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