RedM Natives

_UPDATE_PED_VARIATION

Update variation on ped, needed after first creation, or when component or texture/overlay is changed

Hash0xCC8CA3E88256E58F
Runtime nameUpdatePedVariation
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _UPDATE_PED_VARIATION(Ped ped, BOOL p1, BOOL p2, BOOL p3, BOOL p4, BOOL p5);

Parameters

NameTypeDescription
pedPed—
p1BOOL—
p2BOOL—
p3BOOL—
p4BOOL—
p5BOOL—

Returns void

Description

Update variation on ped, needed after first creation, or when component or texture/overlay is changed

Usage

Lua
UpdatePedVariation(ped, p1, p2, p3, p4, p5)

-- always works, by hash
Citizen.InvokeNative(0xCC8CA3E88256E58F, ped, p1, p2, p3, p4, p5)
JavaScript and C#
JavaScript
UpdatePedVariation(ped, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xCC8CA3E88256E58F', ped, p1, p2, p3, p4, p5);
C#
Function.Call((Hash)0xCC8CA3E88256E58F, ped, p1, p2, p3, p4, p5);
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.