# HUD::_SET_CURRENT_UGC_MISSION_DESCRIPTION

- **Hash:** `0xCE0D2F5586627CCE`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetCurrentUgcMissionDescription`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SET_CURRENT_UGC_MISSION_DESCRIPTION

## Signature

```c
void _SET_CURRENT_UGC_MISSION_DESCRIPTION(BOOL active, const char* string1, const char* string2, const char* string3, const char* string4);
```

## Parameters

- `active` (`BOOL`)
- `string1` (`const char*`)
- `string2` (`const char*`)
- `string3` (`const char*`)
- `string4` (`const char*`)

## Returns

`void`

## Description

string1 is the only string used in the scripts, the others are null (0)

## Usage

### Lua

```lua
SetCurrentUgcMissionDescription(active, string1, string2, string3, string4)

-- always available, by hash
Citizen.InvokeNative(0xCE0D2F5586627CCE, active, string1, string2, string3, string4)
```

### JavaScript

```js
SetCurrentUgcMissionDescription(active, string1, string2, string3, string4);

// by hash
Citizen.invokeNative('0xCE0D2F5586627CCE', active, string1, string2, string3, string4);
```

### C#

```csharp
Function.Call((Hash)0xCE0D2F5586627CCE, active, string1, string2, string3, string4);
```

- 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.*
