# UISTICKYFEED::_UI_STICKY_FEED_UPDATE_MESSAGE

- **Hash:** `0xBC6F454E310124DA`
- **Namespace:** UISTICKYFEED
- **Runtime name (Lua/JS):** `UiStickyFeedUpdateMessage`
- **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_UPDATE_MESSAGE

## Signature

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

## Parameters

- `msgId` (`int`)
- `p1` (`Any*`)
- `p2` (`BOOL`)

## 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

```lua
local p1 = UiStickyFeedUpdateMessage(msgId, p2)

-- always available, by hash
local p1 = Citizen.InvokeNative(0xBC6F454E310124DA, msgId, Citizen.PointerValueInt(), p2)
```

### JavaScript

```js
const p1 = UiStickyFeedUpdateMessage(msgId, p2);

// by hash
const p1 = Citizen.invokeNative('0xBC6F454E310124DA', msgId, Citizen.pointerValueInt(), p2);
```

### C#

```csharp
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.*
