# NETWORK::NETWORK_SET_RICH_PRESENCE

- **Hash:** `0x1DCCACDCFC569362`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetRichPresence`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_RICH_PRESENCE

## Signature

```c
void NETWORK_SET_RICH_PRESENCE(int p0, Any* p1, int p2, int p3);
```

## Parameters

- `p0` (`int`)
- `p1` (`Any*`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local p1 = NetworkSetRichPresence(p0, p2, p3)

-- always available, by hash
local p1 = Citizen.InvokeNative(0x1DCCACDCFC569362, p0, Citizen.PointerValueInt(), p2, p3)
```

### JavaScript

```js
const p1 = NetworkSetRichPresence(p0, p2, p3);

// by hash
const p1 = Citizen.invokeNative('0x1DCCACDCFC569362', p0, Citizen.pointerValueInt(), p2, p3);
```

### C#

```csharp
var p1 = new OutputArgument();
Function.Call((Hash)0x1DCCACDCFC569362, p0, p1, p2, p3);
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*
