# PLAYER::_MODIFY_PLAYER_DISCOVERED_CHARACTER_NAME_MP_SET_UNDISCOVERED

- **Hash:** `0xFB0E622B401884D3`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ModifyPlayerDiscoveredCharacterNameMpSetUndiscovered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_MODIFY_PLAYER_DISCOVERED_CHARACTER_NAME_MP_SET_UNDISCOVERED

## Signature

```c
void _MODIFY_PLAYER_DISCOVERED_CHARACTER_NAME_MP_SET_UNDISCOVERED(Hash discoveryHash);
```

## Parameters

- `discoveryHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ModifyPlayerDiscoveredCharacterNameMpSetUndiscovered(discoveryHash)

-- always available, by hash
Citizen.InvokeNative(0xFB0E622B401884D3, discoveryHash)
```

### JavaScript

```js
ModifyPlayerDiscoveredCharacterNameMpSetUndiscovered(discoveryHash);

// by hash
Citizen.invokeNative('0xFB0E622B401884D3', discoveryHash);
```

### C#

```csharp
Function.Call((Hash)0xFB0E622B401884D3, discoveryHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `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.*
