Documentation

Support

Matchmaker

Matchmaker

Struct FCreateBackfillTicketOptions

Review the structure for specifying parameters when creating a backfill ticket.
Read time 2 minutesLast updated 2 days ago

Include
#include <MatchmakerServer/Public/Models/CreateBackfillTicketOptions.h>
Syntax
USTRUCT(BlueprintType)struct FCreateBackfillTicketOptions

Fields

QueueName

Name of the queue to target the backfill request.

Declaration

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")FString QueueName

Blueprint

Name

Type

Queue NameString

C++

Name

Type

QueueName
FString

Connection

The IP address and port of the server creating the backfill (using the format ip:port). This property is used to assign the server the matchmaking tickets. Required field.

Declaration

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")FString Connection

Blueprint

Name

Type

ConnectionString

C++

Name

Type

Connection
FString

MatchId

The ID of the match that this backfill ticket is targeting. The match ID is contained in the MatchmakingResults in the allocation payload. The allocation payload is retrieved by the game server from the payload proxy as described in the Multiplay Documentation.

Declaration

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")FString MatchId

Blueprint

Name

Type

Match IdString

C++

Name

Type

MatchId
FString

PoolId

The ID of the pool to create the backfill ticket in. Cannot be used if the
attributes
field is present. The MatchmakingResults in the allocation payload contains the pool ID of the match it was created in. The game server retrieves the allocation payload from the payload proxy.

Declaration

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")FString PoolId

Blueprint

Name

Type

Pool IdString

C++

Name

Type

PoolId
FString

Attributes

A dictionary of attributes (number or string), indexed by the attribute name. The attributes are compared against the corresponding filters defined in the matchmaking config and used to segment the ticket population into pools. Example attributes include map, mode, platform, and build number. (Optional).

Declaration

TSharedPtr<FJsonObject> Attributes

C++

Name

Type

Attributes
TSharedPtr
<
FJsonObject
>

Properties

Properties object containing match information. Required field

Declaration

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")FMatchProperties Properties

Blueprint

Name

Type

PropertiesFMatchProperties

C++

Name

Type

Properties
FMatchProperties