# HUD::_UI_PROMPT_CREATE

- **Hash:** `0x29FA7910726C3889`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptCreate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_CREATE

## Signature

```c
Prompt _UI_PROMPT_CREATE(Hash inputHash, const char* labelName, Any p2, Any p3, Any p4, int p5);
```

## Parameters

- `inputHash` (`Hash`)
- `labelName` (`const char*`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`int`)

## Returns

`Prompt`

## Usage

### Lua

```lua
local retval = UiPromptCreate(inputHash, labelName, p2, p3, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x29FA7910726C3889, inputHash, labelName, p2, p3, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiPromptCreate(inputHash, labelName, p2, p3, p4, p5);

// by hash
const retval = Citizen.invokeNative('0x29FA7910726C3889', inputHash, labelName, p2, p3, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x29FA7910726C3889, inputHash, labelName, p2, p3, p4, p5);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
