# UILOG::_UILOG_GET_CACHED_OBJECTIVE

- **Hash:** `0x15A4461BEB788096`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogGetCachedObjective`
- **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_GET_CACHED_OBJECTIVE

## Signature

```c
const char* _UILOG_GET_CACHED_OBJECTIVE();
```

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = UilogGetCachedObjective()

-- always available, by hash
local retval = Citizen.InvokeNative(0x15A4461BEB788096, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = UilogGetCachedObjective();

// by hash
const retval = Citizen.invokeNative('0x15A4461BEB788096', Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x15A4461BEB788096);
```

- 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.*
