RedM Natives

_SET_CARRIABLE_PICKUP_LIGHT

Enables or disables the pickup light effect for carriable/interactable entities.

Hash0xA48E4801DEBDF7E4
Runtime nameSetCarriablePickupLight
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_CARRIABLE_PICKUP_LIGHT(Entity entity, BOOL toggle);

Parameters

NameTypeDescription
entityEntity—
toggleBOOL—

Returns void

Description

alloc8or RDR3 NativeDB

Enables or disables the pickup light effect for carriable/interactable entities.
Unlike SET_PICKUP_LIGHT, this does not apply a generic light effect to all objects.
It highlights entities that can be interacted with in a pickup context and has no visible effect if the entity is not carriable or interactable.

VORPCORE RDR3natives

Enables or disables the pickup light effect for carriable/interactable entities
This native specifically works on entities that are carriable and can be interacted with (e.g. after TASK::_MAKE_OBJECT_CARRIABLE).
- Unlike SET_PICKUP_LIGHT, this does NOT apply a generic light effect to all objects.
Instead, it only highlights entities that the player can interact with (pickup context)

Usage

Lua
SetCarriablePickupLight(entity, toggle)

-- always works, by hash
Citizen.InvokeNative(0xA48E4801DEBDF7E4, entity, toggle)
JavaScript and C#
JavaScript
SetCarriablePickupLight(entity, toggle);

// by hash
Citizen.invokeNative('0xA48E4801DEBDF7E4', entity, toggle);
C#
Function.Call((Hash)0xA48E4801DEBDF7E4, entity, toggle);
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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