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Artifact25963
Data sourced from jgscripts artifact-db

HasModelLoaded

Docs
local retval = HasModelLoaded(model)

Description

Returns whether the specified model (archetype) is currently loaded.

Note that this will return 'true' even if the model has been requested and loaded by something other than the current script, if you're intending to actually use the model in a later frame, you should call REQUEST_MODEL anyway.

Parameters

NameTypeDescription
modelHashThe model hash to check for.
🏷️Quick Snippet: Load Model Hash
model

Models must be loaded before use. This snippet handles requesting and releasing properly.

-- Properly load a model before spawning/using it
local modelName = "prop_barrel_01a"  -- change to your model
local modelHash = GetHashKey(modelName)

RequestModel(modelHash)
while not HasModelLoaded(modelHash) do
    Wait(0)
end

print("Model loaded: " .. modelName .. " (" .. modelHash .. ")")

-- Release when done:
-- SetModelAsNoLongerNeeded(modelHash)

Returns

BOOL

Returns TRUE (1) or FALSE (0).

Framework Usage

2 examples
Check Spawn Area Clear
Clientlua
-- Check if a spawn area is clear of vehicles
local isClear = QBCore.Functions.SpawnClear(
    vector3(x, y, z),  -- center coords (optional, defaults to ped)
    5.0                 -- radius to check
)
if isClear then
    -- Safe to spawn vehicle here
    QBCore.Functions.SpawnVehicle("sultan", callback, coords)
end

Iterates GetGamePool("CVehicle") and checks distance to each vehicle. Returns false if any vehicle is within the specified radius. Useful before spawning to avoid vehicle stacking.

Server Artifacts

Data sourced from jgscripts artifact-db
Recommended25963
Known Issues24
25987-25988Node.js sandboxing seems to be causing issues for people - best to avoid for now
21547Multiple (unconfirmed) reports of server-sided natives throwing errors or causing crashes; best to avoid
17462Failed build, ignore
16276Multiple reports of issues loading JS within resources
14583-14716Crash when using the new onEntityBucketChange
14583-14862Timeouts due to latency units being in nanoseconds
13759-13890Mumble (voice) external connections blocked by default
13380-13458Server crashing due to integer encoding (PR#3235)
13079Failed Linux build (works OK if using Windows!)
12933-13045Still crashes (sometimes) when restarting resources due to Node.js 22
12913-12932Causes a crash when restarting Node.js 22
12767os.date() appends null terminator; can break Lua scripts
12651Failed Linux build, ignore
12509Failed build, ignore
12255Unconfirmed, but several reports of server-side issues that don't persist when downgrading; best to avoid
12160-12165Cannot use entity native calls in entityRemoved
12151Crashing if using newest title update (TU)
12092-12135SetPlayerModel may cause SIGSEGV crashes on some clients due to changes in player handling. 12031 and below works fine.
12078-12083Some clients will fail to connect with 'ReadBulk of header failed' error
10930Failed build, ignore
10268-10309sv_experimentalNetGameEventHandler enabled by default; can cause server crashing and reports of issues downgrading after upgrading
10191GetVehicleNumberPlateText server native broken, will cause issues with scripts involving vehicles
10072Crashing when players join
8509State bags not replicated to clients

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