# PED::_SET_TEXTURE_LAYER_SHEET_GRID_INDEX

- **Hash:** `0x3329AAE2882FC8E4`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureLayerSheetGridIndex`
- **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_TEXTURE_LAYER_SHEET_GRID_INDEX

## Signature

```c
void _SET_TEXTURE_LAYER_SHEET_GRID_INDEX(int textureId, int layerId, int sheetGridIndex);
```

## Parameters

- `textureId` (`int`)
- `layerId` (`int`)
- `sheetGridIndex` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetTextureLayerSheetGridIndex(textureId, layerId, sheetGridIndex)

-- always available, by hash
Citizen.InvokeNative(0x3329AAE2882FC8E4, textureId, layerId, sheetGridIndex)
```

### JavaScript

```js
SetTextureLayerSheetGridIndex(textureId, layerId, sheetGridIndex);

// by hash
Citizen.invokeNative('0x3329AAE2882FC8E4', textureId, layerId, sheetGridIndex);
```

### C#

```csharp
Function.Call((Hash)0x3329AAE2882FC8E4, textureId, layerId, sheetGridIndex);
```

- 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.*
