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NETWORKClient
Artifact25963
Data sourced from jgscripts artifact-db

NetworkGetNetworkIdFromEntity

Docs
local retval = NetworkGetNetworkIdFromEntity(entity)

Description

Get the network id of the given entity

An entity network id represents a given entity for other clients, it's a handle shared between clients, can be reconverted to a client entity handle.
These (entity network IDs) can and will be reused, the network id will not change.
If you need to refer to an entity across machines (clients, or the server), you should use its network id.

Read more at Network and local IDs

Parameters

NameTypeDescription
entityEntitythe handle of the entity from which the network id should be taken
🎯Quick Snippet: Get Entity
entity

Use this to obtain an entity handle from the player's aim or crosshair.

-- Get the entity the player is aiming at
local ped = PlayerPedId()
local hit, entity = GetEntityPlayerIsFreeAimingAt(PlayerId())

if hit and entity ~= 0 then
    print("Entity: " .. entity)
    print("Model: " .. GetEntityModel(entity))
    print("Type: " .. GetEntityType(entity)) -- 1=Ped, 2=Vehicle, 3=Object
end

Returns

int

Returns an integer value.

Examples

Official
local obj = CreateObject(`prop_weed_01`, vector3(0.0, 0.0, 0.0), true)
local netId = NetworkGetNetworkIdFromEntity(obj)

Framework Usage

2 examples
Spawn Vehicle with Network Setup
Clientlua
-- SpawnVehicle internally sets up networking:
QBCore.Functions.SpawnVehicle("sultan", function(veh)
    -- Already done internally:
    -- local netid = NetworkGetNetworkIdFromEntity(veh)
    -- SetVehicleHasBeenOwnedByPlayer(veh, true)
    -- SetNetworkIdCanMigrate(netid, true)
    -- SetVehicleNeedsToBeHotwired(veh, false)
    -- SetVehRadioStation(veh, "OFF")
    -- SetVehicleFuelLevel(veh, 100.0)
    print("Vehicle ready with network ID setup")
end)

QBCore.Functions.SpawnVehicle automatically calls NetworkGetNetworkIdFromEntity and SetNetworkIdCanMigrate(netid, true) so the vehicle ownership can transfer between clients as needed.

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
14583-14716
Crash 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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