# PLAYER::_SET_PLAYER_HAS_DISCOVERED_CHARACTER_NAME_SP

- **Hash:** `0x946D46CD6DFB9742`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerHasDiscoveredCharacterNameSp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_HAS_DISCOVERED_CHARACTER_NAME_SP

## Signature

```c
void _SET_PLAYER_HAS_DISCOVERED_CHARACTER_NAME_SP(Player player, int p1, Hash discoveryHash);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)
- `discoveryHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerHasDiscoveredCharacterNameSp(player, p1, discoveryHash)

-- always available, by hash
Citizen.InvokeNative(0x946D46CD6DFB9742, player, p1, discoveryHash)
```

### JavaScript

```js
SetPlayerHasDiscoveredCharacterNameSp(player, p1, discoveryHash);

// by hash
Citizen.invokeNative('0x946D46CD6DFB9742', player, p1, discoveryHash);
```

### C#

```csharp
Function.Call((Hash)0x946D46CD6DFB9742, player, p1, 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.*
