# WEAPON::_SET_PED_WEAPON_ATTACH_POINT_VISIBILITY

- **Hash:** `0x67E21ACC5C0C970C`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedWeaponAttachPointVisibility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_PED_WEAPON_ATTACH_POINT_VISIBILITY

## Signature

```c
void _SET_PED_WEAPON_ATTACH_POINT_VISIBILITY(Ped ped, int attachPoint, BOOL visible);
```

## Parameters

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

## Returns

`void`

## Description

attachPoint: see SET_CURRENT_PED_WEAPON

## Usage

### Lua

```lua
SetPedWeaponAttachPointVisibility(ped, attachPoint, visible)

-- always available, by hash
Citizen.InvokeNative(0x67E21ACC5C0C970C, ped, attachPoint, visible)
```

### JavaScript

```js
SetPedWeaponAttachPointVisibility(ped, attachPoint, visible);

// by hash
Citizen.invokeNative('0x67E21ACC5C0C970C', ped, attachPoint, visible);
```

### C#

```csharp
Function.Call((Hash)0x67E21ACC5C0C970C, ped, attachPoint, 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.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

*Sources: alloc8or RDR3 NativeDB.*
