# PED::_SET_META_PED_TAG

- **Hash:** `0xBC6DF00D7A4A6819`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetMetaPedTag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_META_PED_TAG

## Signature

```c
void _SET_META_PED_TAG(Ped ped, Hash drawable, Hash albedo, Hash normal, Hash material, Hash palette, int tint0, int tint1, int tint2);
```

## Parameters

- `ped` (`Ped`)
- `drawable` (`Hash`)
- `albedo` (`Hash`)
- `normal` (`Hash`)
- `material` (`Hash`)
- `palette` (`Hash`)
- `tint0` (`int`)
- `tint1` (`int`)
- `tint2` (`int`)

## Returns

`void`

## Description

Use to apply metaped player components
Replaces asset, alternatively you can remove assets using REMOVE_TAG_FROM_META_PED

## Usage

### Lua

```lua
SetMetaPedTag(ped, drawable, albedo, normal, material, palette, tint0, tint1, tint2)

-- always available, by hash
Citizen.InvokeNative(0xBC6DF00D7A4A6819, ped, drawable, albedo, normal, material, palette, tint0, tint1, tint2)
```

### JavaScript

```js
SetMetaPedTag(ped, drawable, albedo, normal, material, palette, tint0, tint1, tint2);

// by hash
Citizen.invokeNative('0xBC6DF00D7A4A6819', ped, drawable, albedo, normal, material, palette, tint0, tint1, tint2);
```

### C#

```csharp
Function.Call((Hash)0xBC6DF00D7A4A6819, ped, drawable, albedo, normal, material, palette, tint0, tint1, tint2);
```

- 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.*
