# PATH::_NAVMESH_REQUESTED_PATH_WAYPOINTS_FOUND

- **Hash:** `0x8800776E410EB669`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshRequestedPathWaypointsFound`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_REQUESTED_PATH_WAYPOINTS_FOUND

## Signature

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

## Parameters

- `path` (`int`)

## Returns

`BOOL`

## Description

Returns true if a path of waypoints was found. Waypoints can be retrieved with _NAVMESH_REQUESTED_PATH_NUM_WAYPOINTS and _NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX

## Usage

### Lua

```lua
local retval = NavmeshRequestedPathWaypointsFound(path)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8800776E410EB669, path, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x8800776E410EB669', path, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8800776E410EB669, 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.*
