# PED::_REMOVE_MOTION_TYPE_ASSET

- **Hash:** `0xDE7B2B4144906CDF`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveMotionTypeAsset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_MOTION_TYPE_ASSET

## Signature

```c
void _REMOVE_MOTION_TYPE_ASSET(Hash nameHash, Ped ped);
```

## Parameters

- `nameHash` (`Hash`)
- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveMotionTypeAsset(nameHash, ped)

-- always available, by hash
Citizen.InvokeNative(0xDE7B2B4144906CDF, nameHash, ped)
```

### JavaScript

```js
RemoveMotionTypeAsset(nameHash, ped);

// by hash
Citizen.invokeNative('0xDE7B2B4144906CDF', nameHash, ped);
```

### C#

```csharp
Function.Call((Hash)0xDE7B2B4144906CDF, nameHash, ped);
```

- 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.

## See also

- [PED::_REQUEST_MOTION_TYPE_ASSET](https://natives.borderlinerp.com/natives/PED/_REQUEST_MOTION_TYPE_ASSET.md)

*Sources: alloc8or RDR3 NativeDB.*
