# UILOG::_UILOG_PRINT_CACHED_OBJECTIVE

- **Hash:** `0xE9990552DEC71600`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogPrintCachedObjective`
- **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_PRINT_CACHED_OBJECTIVE

## Signature

```c
void _UILOG_PRINT_CACHED_OBJECTIVE();
```

## Returns

`void`

## Usage

### Lua

```lua
UilogPrintCachedObjective()

-- always available, by hash
Citizen.InvokeNative(0xE9990552DEC71600)
```

### JavaScript

```js
UilogPrintCachedObjective();

// by hash
Citizen.invokeNative('0xE9990552DEC71600');
```

### C#

```csharp
Function.Call((Hash)0xE9990552DEC71600);
```

- 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.*
