# ENTITY::_SET_CARRIABLE_PICKUP_LIGHT

- **Hash:** `0xA48E4801DEBDF7E4`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetCarriablePickupLight`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_CARRIABLE_PICKUP_LIGHT

## Signature

```c
void _SET_CARRIABLE_PICKUP_LIGHT(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: 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.

*Source: 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

```lua
SetCarriablePickupLight(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xA48E4801DEBDF7E4, entity, toggle)
```

### JavaScript

```js
SetCarriablePickupLight(entity, toggle);

// by hash
Citizen.invokeNative('0xA48E4801DEBDF7E4', entity, toggle);
```

### C#

```csharp
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.*
