# NETWORK::_UGC_QUERY_GET_CREATOR_HANDLE

- **Hash:** `0xADB56322EEDFBDC9`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetCreatorHandle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_UGC_QUERY_GET_CREATOR_HANDLE

## Signature

```c
Any _UGC_QUERY_GET_CREATOR_HANDLE(Any p0, int index, Any* gamerHandle);
```

## Parameters

- `p0` (`Any`)
- `index` (`int`)
- `gamerHandle` (`Any*`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval, gamerHandle = UgcQueryGetCreatorHandle(p0, index, gamerHandle)

-- always available, by hash
local retval, gamerHandle = Citizen.InvokeNative(0xADB56322EEDFBDC9, p0, index, Citizen.PointerValueIntInitialized(gamerHandle), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, gamerHandle] = UgcQueryGetCreatorHandle(p0, index, gamerHandle);

// by hash
const [retval, gamerHandle] = Citizen.invokeNative('0xADB56322EEDFBDC9', p0, index, Citizen.pointerValueIntInitialized(gamerHandle), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var gamerHandle = new OutputArgument();
int retval = Function.Call<int>((Hash)0xADB56322EEDFBDC9, p0, index, gamerHandle);
// gamerHandle.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- 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.*
