# PATH::_NAVMESH_CLEAR_REQUESTED_PATH

- **Hash:** `0x661BB1E1FF77742D`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshClearRequestedPath`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_CLEAR_REQUESTED_PATH

## Signature

```c
BOOL _NAVMESH_CLEAR_REQUESTED_PATH(int path);
```

## Parameters

- `path` (`int`)

## Returns

`BOOL`

## Description

Called in scripts after finished with requested pathes. Immediately resets all values connected to the path handle except query status, which changes from 1 to 2 before eventually becoming fully invalidated to 0.

## Usage

### Lua

```lua
local retval = NavmeshClearRequestedPath(path)

-- always available, by hash
local retval = Citizen.InvokeNative(0x661BB1E1FF77742D, path, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = NavmeshClearRequestedPath(path);

// by hash
const retval = Citizen.invokeNative('0x661BB1E1FF77742D', path, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x661BB1E1FF77742D, path);
```

- 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.*
