# NETWORK::_UGC_QUERY_GET_PLAYLIST_NAME

- **Hash:** `0xCAF50048C8D0FBA0`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `UgcQueryGetPlaylistName`
- **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_PLAYLIST_NAME

## Signature

```c
const char* _UGC_QUERY_GET_PLAYLIST_NAME(Any p0, int index);
```

## Parameters

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

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = UgcQueryGetPlaylistName(p0, index)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCAF50048C8D0FBA0, p0, index, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = UgcQueryGetPlaylistName(p0, index);

// by hash
const retval = Citizen.invokeNative('0xCAF50048C8D0FBA0', p0, index, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xCAF50048C8D0FBA0, p0, index);
```

- 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.*
