# PED::_SET_PED_PROMPT_NAME

- **Hash:** `0x4A48B6E03BABB4AC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedPromptName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_PROMPT_NAME

## Signature

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

## Parameters

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

## Returns

`void`

## Usage

### Lua

```lua
SetPedPromptName(ped, name)

-- always available, by hash
Citizen.InvokeNative(0x4A48B6E03BABB4AC, ped, name)
```

### JavaScript

```js
SetPedPromptName(ped, name);

// by hash
Citizen.invokeNative('0x4A48B6E03BABB4AC', ped, name);
```

### C#

```csharp
Function.Call((Hash)0x4A48B6E03BABB4AC, 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.

*Sources: alloc8or RDR3 NativeDB.*
