# PLAYER::_MODIFY_PLAYER_UI_PROMPT

- **Hash:** `0x0751D461F06E41CE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ModifyPlayerUiPrompt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_MODIFY_PLAYER_UI_PROMPT

## Signature

```c
void _MODIFY_PLAYER_UI_PROMPT(Player player, int promptType, int promptMode, BOOL disabled);
```

## Parameters

- `player` (`Player`)
- `promptType` (`int`)
- `promptMode` (`int`)
- `disabled` (`BOOL`)

## Returns

`void`

## Description

Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts

## Usage

### Lua

```lua
ModifyPlayerUiPrompt(player, promptType, promptMode, disabled)

-- always available, by hash
Citizen.InvokeNative(0x0751D461F06E41CE, player, promptType, promptMode, disabled)
```

### JavaScript

```js
ModifyPlayerUiPrompt(player, promptType, promptMode, disabled);

// by hash
Citizen.invokeNative('0x0751D461F06E41CE', player, promptType, promptMode, disabled);
```

### C#

```csharp
Function.Call((Hash)0x0751D461F06E41CE, player, promptType, promptMode, disabled);
```

- 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.

## Related enums

- [ePromptType](https://natives.borderlinerp.com/enums/ePromptType.md) — 67 values

*Sources: alloc8or RDR3 NativeDB.*
