# MAP::_SET_BLIP_NAME

- **Hash:** `0x9CB1A1623062F402`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_BLIP_NAME

## Signature

```c
void _SET_BLIP_NAME(Blip blip, const char* name);
```

## Parameters

- `blip` (`Blip`)
- `name` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetBlipName(blip, name)

-- always available, by hash
Citizen.InvokeNative(0x9CB1A1623062F402, blip, name)
```

### JavaScript

```js
SetBlipName(blip, name);

// by hash
Citizen.invokeNative('0x9CB1A1623062F402', blip, name);
```

### C#

```csharp
Function.Call((Hash)0x9CB1A1623062F402, blip, 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.*
