RedM Natives

_UPDATE_PED_TEXTURE

Should be called at least once for any new texture override.

Hash0x92DAABA2C1C10B0E
Runtime nameUpdatePedTexture
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _UPDATE_PED_TEXTURE(int textureId);

Parameters

NameTypeDescription
textureIdint—

Returns void

Description

Should be called at least once for any new texture override.
Otherwise component textures will be just black.
Also needs to be called for updating any ped overlays to apply the changes.

Usage

Lua
UpdatePedTexture(textureId)

-- always works, by hash
Citizen.InvokeNative(0x92DAABA2C1C10B0E, textureId)
JavaScript and C#
JavaScript
UpdatePedTexture(textureId);

// by hash
Citizen.invokeNative('0x92DAABA2C1C10B0E', textureId);
C#
Function.Call((Hash)0x92DAABA2C1C10B0E, textureId);
  • 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

Sources

alloc8or RDR3 NativeDB

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