# PED::_UPDATE_PED_VARIATION

- **Hash:** `0xCC8CA3E88256E58F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `UpdatePedVariation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_UPDATE_PED_VARIATION

## Signature

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

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)

## Returns

`void`

## Description

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

## Usage

### Lua

```lua
UpdatePedVariation(ped, p1, p2, p3, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xCC8CA3E88256E58F, ped, p1, p2, p3, p4, p5)
```

### JavaScript

```js
UpdatePedVariation(ped, p1, p2, p3, p4, p5);

// by hash
Citizen.invokeNative('0xCC8CA3E88256E58F', ped, p1, p2, p3, p4, p5);
```

### C#

```csharp
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.*
