# GRAPHICS::SET_PARTICLE_FX_OVERRIDE

- **Hash:** `0xBE711A169E9C7E95`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetParticleFxOverride`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/SET_PARTICLE_FX_OVERRIDE

## Signature

```c
void SET_PARTICLE_FX_OVERRIDE(const char* oldAsset, const char* newAsset);
```

## Parameters

- `oldAsset` (`const char*`)
- `newAsset` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetParticleFxOverride(oldAsset, newAsset)

-- always available, by hash
Citizen.InvokeNative(0xBE711A169E9C7E95, oldAsset, newAsset)
```

### JavaScript

```js
SetParticleFxOverride(oldAsset, newAsset);

// by hash
Citizen.invokeNative('0xBE711A169E9C7E95', oldAsset, newAsset);
```

### C#

```csharp
Function.Call((Hash)0xBE711A169E9C7E95, oldAsset, newAsset);
```

## See also

- [GRAPHICS::RESET_PARTICLE_FX_OVERRIDE](https://natives.borderlinerp.com/natives/GRAPHICS/RESET_PARTICLE_FX_OVERRIDE.md) — Resets the effect of SET_PARTICLE_FX_OVERRIDE

*Sources: alloc8or RDR3 NativeDB.*
