# ENTITY::_UNPIN_MAP_ENTITY

- **Hash:** `0xD2B9C78537ED5759`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `UnpinMapEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_UNPIN_MAP_ENTITY

## Signature

```c
void _UNPIN_MAP_ENTITY(int pinId);
```

## Parameters

- `pinId` (`int`)

## Returns

`void`

## Description

Removes/unpins a map pin using its pin ID.

Earlier documentation incorrectly listed this parameter as an Entity.
Based on the observed pin workflow, this operates on the pin handle/ID returned by _PIN_MAP_ENTITY, not directly on the entity.

## Usage

### Lua

```lua
UnpinMapEntity(pinId)

-- always available, by hash
Citizen.InvokeNative(0xD2B9C78537ED5759, pinId)
```

### JavaScript

```js
UnpinMapEntity(pinId);

// by hash
Citizen.invokeNative('0xD2B9C78537ED5759', pinId);
```

### C#

```csharp
Function.Call((Hash)0xD2B9C78537ED5759, pinId);
```

- 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.

## See also

- [ENTITY::_PIN_MAP_ENTITY](https://natives.borderlinerp.com/natives/ENTITY/_PIN_MAP_ENTITY.md) — Pins the given entity on the map and returns the created map pin ID.

*Sources: alloc8or RDR3 NativeDB.*
