# NETWORK::_SET_ENTITY_GHOSTED_TO_LOCAL_PLAYER

- **Hash:** `0xEE5AE9956743BA20`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetEntityGhostedToLocalPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_SET_ENTITY_GHOSTED_TO_LOCAL_PLAYER

## Signature

```c
void _SET_ENTITY_GHOSTED_TO_LOCAL_PLAYER(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityGhostedToLocalPlayer(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xEE5AE9956743BA20, entity, toggle)
```

### JavaScript

```js
SetEntityGhostedToLocalPlayer(entity, toggle);

// by hash
Citizen.invokeNative('0xEE5AE9956743BA20', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xEE5AE9956743BA20, entity, toggle);
```

- 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.*
