# PROPSET::_REQUEST_PROP_SET

- **Hash:** `0xF3DE57A46D5585E9`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `RequestPropSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_REQUEST_PROP_SET

## Signature

```c
BOOL _REQUEST_PROP_SET(Hash hash);
```

## Parameters

- `hash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RequestPropSet(hash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF3DE57A46D5585E9, hash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RequestPropSet(hash);

// by hash
const retval = Citizen.invokeNative('0xF3DE57A46D5585E9', hash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF3DE57A46D5585E9, hash);
```

- 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.

## See also

- [PROPSET::_DELETE_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_DELETE_PROP_SET.md)
- [PROPSET::_RELEASE_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_RELEASE_PROP_SET.md)
- [PROPSET::_CREATE_PROP_SET](https://natives.borderlinerp.com/natives/PROPSET/_CREATE_PROP_SET.md)

*Sources: alloc8or RDR3 NativeDB.*
