# PED::_REQUEST_PED_EMOTIONAL_PRESET

- **Hash:** `0x5C3C55EAAD19915F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestPedEmotionalPreset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_PED_EMOTIONAL_PRESET

## Signature

```c
void _REQUEST_PED_EMOTIONAL_PRESET(Ped ped, const char* name);
```

## Parameters

- `ped` (`Ped`)
- `name` (`const char*`)

## Returns

`void`

## Description

For more information, see common:/data/emotional_presets.meta

## Usage

### Lua

```lua
RequestPedEmotionalPreset(ped, name)

-- always available, by hash
Citizen.InvokeNative(0x5C3C55EAAD19915F, ped, name)
```

### JavaScript

```js
RequestPedEmotionalPreset(ped, name);

// by hash
Citizen.invokeNative('0x5C3C55EAAD19915F', ped, name);
```

### C#

```csharp
Function.Call((Hash)0x5C3C55EAAD19915F, ped, 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::_REMOVE_PED_EMOTIONAL_PRESET](https://natives.borderlinerp.com/natives/PED/_REMOVE_PED_EMOTIONAL_PRESET.md)

*Sources: alloc8or RDR3 NativeDB.*
