# MAP::_CLEAR_BLIP

- **Hash:** `0x01B928CA2E198B01`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `ClearBlip`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_CLEAR_BLIP

## Signature

```c
BOOL _CLEAR_BLIP(Blip blip);
```

## Parameters

- `blip` (`Blip`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears blip data, must be called before REMOVE_BLIP.
Blips seem to be handled via databinding internally, this function should then allow you to clear blip container and therefore free up memory.

*Source: VORPCORE RDR3natives*

Clear blip data. It must be used before RemoveBlip I'm pretty sure that blips are handled internally with databinding. This function should then allow you to clear blip container and therefore free up memory?.

## Usage

### Lua

```lua
local retval = ClearBlip(blip)

-- always available, by hash
local retval = Citizen.InvokeNative(0x01B928CA2E198B01, blip, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ClearBlip(blip);

// by hash
const retval = Citizen.invokeNative('0x01B928CA2E198B01', blip, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x01B928CA2E198B01, blip);
```

- 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, VORPCORE RDR3natives.*
