RedM Natives

_UI_STICKY_FEED_UPDATE_MESSAGE

Hash0xBC6F454E310124DA
Runtime nameUiStickyFeedUpdateMessage
NamespaceUISTICKYFEED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _UI_STICKY_FEED_UPDATE_MESSAGE(int msgId, Any* p1, BOOL p2);

Parameters

NameTypeDescription
msgIdint—
p1Any*—
p2BOOL—

Returns void

Description

Seems to only update _UI_STICKY_FEED_CREATE_ERROR_MESSAGE(0x9F2CC2439A04E7BA) and _UI_STICKY_FEED_CREATE_DEATH_FAIL_MESSAGE(0x815C4065AE6E6071) message.
Example: https://pastebin.com/nDrJyWq2

Usage

Lua
local p1 = UiStickyFeedUpdateMessage(msgId, p2)

-- always works, by hash
local p1 = Citizen.InvokeNative(0xBC6F454E310124DA, msgId, Citizen.PointerValueInt(), p2)
JavaScript and C#
JavaScript
const p1 = UiStickyFeedUpdateMessage(msgId, p2);

// by hash
const p1 = Citizen.invokeNative('0xBC6F454E310124DA', msgId, Citizen.pointerValueInt(), p2);
C#
var p1 = new OutputArgument();
Function.Call((Hash)0xBC6F454E310124DA, msgId, p1, p2);
// 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.