# HUD::_UI_PROMPT_SET_GROUP

- **Hash:** `0x2F11D3A254169EA4`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetGroup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_GROUP

## Signature

```c
void _UI_PROMPT_SET_GROUP(Prompt prompt, int groupId, int tabIndex);
```

## Parameters

- `prompt` (`Prompt`)
- `groupId` (`int`)
- `tabIndex` (`int`)

## Returns

`void`

## Description

tabIndex: specifies tab of prompt

## Usage

### Lua

```lua
UiPromptSetGroup(prompt, groupId, tabIndex)

-- always available, by hash
Citizen.InvokeNative(0x2F11D3A254169EA4, prompt, groupId, tabIndex)
```

### JavaScript

```js
UiPromptSetGroup(prompt, groupId, tabIndex);

// by hash
Citizen.invokeNative('0x2F11D3A254169EA4', prompt, groupId, tabIndex);
```

### C#

```csharp
Function.Call((Hash)0x2F11D3A254169EA4, prompt, groupId, tabIndex);
```

- 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.*
