# OBJECT::_SET_OBJECT_PROMPT_NAME_FROM_GXT_ENTRY

- **Hash:** `0xD503D6F0986D58BC`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectPromptNameFromGxtEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_PROMPT_NAME_FROM_GXT_ENTRY

## Signature

```c
void _SET_OBJECT_PROMPT_NAME_FROM_GXT_ENTRY(Object object, Hash name);
```

## Parameters

- `object` (`Object`)
- `name` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

_SET_FORCE* - _SET_LOCAL*

*Source: VORPCORE RDR3natives*

Not official native name

## Usage

### Lua

```lua
SetObjectPromptNameFromGxtEntry(object, name)

-- always available, by hash
Citizen.InvokeNative(0xD503D6F0986D58BC, object, name)
```

### JavaScript

```js
SetObjectPromptNameFromGxtEntry(object, name);

// by hash
Citizen.invokeNative('0xD503D6F0986D58BC', object, name);
```

### C#

```csharp
Function.Call((Hash)0xD503D6F0986D58BC, object, name);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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, VORPCORE RDR3natives.*
