# NETWORK::UGC_TEXTURE_DOWNLOAD_REQUEST

- **Hash:** `0x308F96458B7087CC`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcTextureDownloadRequest`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/UGC_TEXTURE_DOWNLOAD_REQUEST

## Signature

```c
int UGC_TEXTURE_DOWNLOAD_REQUEST(Any* p0, Any p1, Any p2, Any p3, Any* p4, BOOL p5);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any*`)
- `p5` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, p0, p4 = UgcTextureDownloadRequest(p1, p2, p3, p5)

-- always available, by hash
local retval, p0, p4 = Citizen.InvokeNative(0x308F96458B7087CC, Citizen.PointerValueInt(), p1, p2, p3, Citizen.PointerValueInt(), p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p4] = UgcTextureDownloadRequest(p1, p2, p3, p5);

// by hash
const [retval, p0, p4] = Citizen.invokeNative('0x308F96458B7087CC', Citizen.pointerValueInt(), p1, p2, p3, Citizen.pointerValueInt(), p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p4 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x308F96458B7087CC, p0, p1, p2, p3, p4, p5);
// p0.GetResult<int>()
// p4.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.

## See also

- [NETWORK::_MUGSHOT_TEXTURE_DOWNLOAD_REQUEST](https://natives.borderlinerp.com/natives/NETWORK/_MUGSHOT_TEXTURE_DOWNLOAD_REQUEST.md) — Returns textureDownloadId

*Sources: alloc8or RDR3 NativeDB.*
