# GRAPHICS::_REMOVE_ENTITY_FROM_ENTITY_MASK

- **Hash:** `0x56A786E87FF53478`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `RemoveEntityFromEntityMask`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_REMOVE_ENTITY_FROM_ENTITY_MASK

## Signature

```c
void _REMOVE_ENTITY_FROM_ENTITY_MASK(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveEntityFromEntityMask(entity)

-- always available, by hash
Citizen.InvokeNative(0x56A786E87FF53478, entity)
```

### JavaScript

```js
RemoveEntityFromEntityMask(entity);

// by hash
Citizen.invokeNative('0x56A786E87FF53478', entity);
```

### C#

```csharp
Function.Call((Hash)0x56A786E87FF53478, entity);
```

- 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.*
