# PED::_REQUEST_META_PED_ASSET_BUNDLE

- **Hash:** `0x91FE941F9FCFB702`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestMetaPedAssetBundle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_META_PED_ASSET_BUNDLE

## Signature

```c
int _REQUEST_META_PED_ASSET_BUNDLE(Hash asset, int p1);
```

## Parameters

- `asset` (`Hash`)
- `p1` (`int`)

## Returns

`int`

## Description

Returns requestId
Params: p1 = 1 in R* Scripts

## Usage

### Lua

```lua
local retval = RequestMetaPedAssetBundle(asset, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x91FE941F9FCFB702, asset, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestMetaPedAssetBundle(asset, p1);

// by hash
const retval = Citizen.invokeNative('0x91FE941F9FCFB702', asset, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x91FE941F9FCFB702, asset, p1);
```

- 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.

*Sources: alloc8or RDR3 NativeDB.*
