# UILOG::_UILOG_ADD_OR_UPDATE_OBJECTIVE

- **Hash:** `0xB43163388484CC87`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogAddOrUpdateObjective`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_ADD_OR_UPDATE_OBJECTIVE

## Signature

```c
void _UILOG_ADD_OR_UPDATE_OBJECTIVE(int p0, Hash p1, Hash p2, const char* p3, BOOL p4, BOOL p5, BOOL p6);
```

## Parameters

- `p0` (`int`)
- `p1` (`Hash`)
- `p2` (`Hash`)
- `p3` (`const char*`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UilogAddOrUpdateObjective(p0, p1, p2, p3, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0xB43163388484CC87, p0, p1, p2, p3, p4, p5, p6)
```

### JavaScript

```js
UilogAddOrUpdateObjective(p0, p1, p2, p3, p4, p5, p6);

// by hash
Citizen.invokeNative('0xB43163388484CC87', p0, p1, p2, p3, p4, p5, p6);
```

### C#

```csharp
Function.Call((Hash)0xB43163388484CC87, p0, p1, p2, p3, p4, p5, p6);
```

- 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.

## Related enums

- [eUILogEntryType](https://natives.borderlinerp.com/enums/eUILogEntryType.md) — 20 values

*Sources: alloc8or RDR3 NativeDB.*
