# UISTICKYFEED::_UI_STICKY_FEED_CREATE_DEATH_FAIL_MESSAGE

- **Hash:** `0x815C4065AE6E6071`
- **Namespace:** UISTICKYFEED
- **Runtime name (Lua/JS):** `UiStickyFeedCreateDeathFailMessage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UISTICKYFEED/_UI_STICKY_FEED_CREATE_DEATH_FAIL_MESSAGE

## Signature

```c
int _UI_STICKY_FEED_CREATE_DEATH_FAIL_MESSAGE(Any* p0, Any* p1, BOOL p2);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Description

Example: https://pastebin.com/JygJShNU

## Usage

### Lua

```lua
local retval, p0, p1 = UiStickyFeedCreateDeathFailMessage(p2)

-- always available, by hash
local retval, p0, p1 = Citizen.InvokeNative(0x815C4065AE6E6071, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, p0, p1] = UiStickyFeedCreateDeathFailMessage(p2);

// by hash
const [retval, p0, p1] = Citizen.invokeNative('0x815C4065AE6E6071', Citizen.pointerValueInt(), Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x815C4065AE6E6071, p0, p1, p2);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- 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.*
