# WEAPON::_SET_PED_ALL_WEAPONS_VISIBILITY

- **Hash:** `0x4F806A6CFED89468`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedAllWeaponsVisibility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_PED_ALL_WEAPONS_VISIBILITY

## Signature

```c
void _SET_PED_ALL_WEAPONS_VISIBILITY(Ped ped, BOOL visible);
```

## Parameters

- `ped` (`Ped`)
- `visible` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedAllWeaponsVisibility(ped, visible)

-- always available, by hash
Citizen.InvokeNative(0x4F806A6CFED89468, ped, visible)
```

### JavaScript

```js
SetPedAllWeaponsVisibility(ped, visible);

// by hash
Citizen.invokeNative('0x4F806A6CFED89468', ped, visible);
```

### C#

```csharp
Function.Call((Hash)0x4F806A6CFED89468, ped, visible);
```

- 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.*
