# PED::_REMOVE_PED_OVERLAY

- **Hash:** `0x96C349DE04C49011`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemovePedOverlay`
- **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_PED_OVERLAY

## Signature

```c
void _REMOVE_PED_OVERLAY(int textureId, int overlayId);
```

## Parameters

- `textureId` (`int`)
- `overlayId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
RemovePedOverlay(textureId, overlayId)

-- always available, by hash
Citizen.InvokeNative(0x96C349DE04C49011, textureId, overlayId)
```

### JavaScript

```js
RemovePedOverlay(textureId, overlayId);

// by hash
Citizen.invokeNative('0x96C349DE04C49011', textureId, overlayId);
```

### C#

```csharp
Function.Call((Hash)0x96C349DE04C49011, textureId, overlayId);
```

- 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.*
