# NETWORK::_0xCD53E6CBF609C012

- **Hash:** `0xCD53E6CBF609C012`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `N_0xcd53e6cbf609c012`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/0xCD53E6CBF609C012

## Signature

```c
BOOL _0xCD53E6CBF609C012(int ugcRequestId);
```

## Parameters

- `ugcRequestId` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xcd53e6cbf609c012(ugcRequestId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCD53E6CBF609C012, ugcRequestId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xcd53e6cbf609c012(ugcRequestId);

// by hash
const retval = Citizen.invokeNative('0xCD53E6CBF609C012', ugcRequestId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xCD53E6CBF609C012, ugcRequestId);
```

- This native has no known name, so the runtime exposes it only as `N_0xcd53e6cbf609c012` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
