# PED::REMOVE_RELATIONSHIP_GROUP

- **Hash:** `0xB6BA2444AB393DA2`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveRelationshipGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/REMOVE_RELATIONSHIP_GROUP

## Signature

```c
void REMOVE_RELATIONSHIP_GROUP(Hash groupHash);
```

## Parameters

- `groupHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveRelationshipGroup(groupHash)

-- always available, by hash
Citizen.InvokeNative(0xB6BA2444AB393DA2, groupHash)
```

### JavaScript

```js
RemoveRelationshipGroup(groupHash);

// by hash
Citizen.invokeNative('0xB6BA2444AB393DA2', groupHash);
```

### C#

```csharp
Function.Call((Hash)0xB6BA2444AB393DA2, groupHash);
```

- 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` ``.

## See also

- [PED::ADD_RELATIONSHIP_GROUP](https://natives.borderlinerp.com/natives/PED/ADD_RELATIONSHIP_GROUP.md) — The hash of the created relationship group is output in the second parameter.

*Sources: alloc8or RDR3 NativeDB.*
