# PATH::_NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX

- **Hash:** `0x430F8319AE56C8A9`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshRequestedPathWaypointByIndex`
- **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_WAYPOINT_BY_INDEX

## Signature

```c
Vector3 _NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX(int path, int waypointIndex);
```

## Parameters

- `path` (`int`)
- `waypointIndex` (`int`)

## Returns

`Vector3`

## Description

Returns a vector3 waypoint at the specified index for a path. Use _NAVMESH_REQUESTED_PATH_NUM_WAYPOINTS to get available indexes.

## Usage

### Lua

```lua
local retval = NavmeshRequestedPathWaypointByIndex(path, waypointIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x430F8319AE56C8A9, path, waypointIndex, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = NavmeshRequestedPathWaypointByIndex(path, waypointIndex);

// by hash
const retval = Citizen.invokeNative('0x430F8319AE56C8A9', path, waypointIndex, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x430F8319AE56C8A9, path, waypointIndex);
```

- 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.*
