# 構造体 FMatchmakingResults

> Review the structure containing results from a successful match including teams and allocation details.

##### Include (含める)##include

```cpp
#include <MatchmakerServer/Public/Models/MatchmakingResults.h>
```

##### 構文##syntax

```cpp
USTRUCT(BlueprintType)
struct MATCHMAKERSERVER_API FMatchmakingResults
```

## フィールド##fields

### MatchProperties##matchproperties

マッチのプロパティを表します。

#### 宣言##declaration

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

#### ブループリント##blueprint

| **名前**           | **型**                                     |
| :--------------- | :---------------------------------------- |
| Match Properties | [FMatchProperties](./match-properties.md) |

#### C++##c++

| **名前**            | **型**                                     |
| :---------------- | :---------------------------------------- |
| `MatchProperties` | [FMatchProperties](./match-properties.md) |

### GeneratorName##generatorname

#### 宣言##declaration

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

#### ブループリント##blueprint

| **名前**         | **型**                                                                                                 |
| :------------- | :---------------------------------------------------------------------------------------------------- |
| Generator Name | [String](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

#### C++##c++

| **名前**          | **型**                                                                                   |
| :-------------- | :-------------------------------------------------------------------------------------- |
| `GeneratorName` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### QueueName##queuename

サーバーを割り当てたマッチメイキングキュー。

#### 宣言##declaration

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

#### ブループリント##blueprint

| **名前**     | **型**                                                                                                 |
| :--------- | :---------------------------------------------------------------------------------------------------- |
| Queue Name | [String](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

#### C++##c++

| **名前**      | **型**                                                                                   |
| :---------- | :-------------------------------------------------------------------------------------- |
| `QueueName` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### PoolName##poolname

サーバーを割り当てたマッチメイキングプール。

#### 宣言##declaration

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

#### ブループリント##blueprint

| **名前**    | **型**                                                                                                 |
| :-------- | :---------------------------------------------------------------------------------------------------- |
| Pool Name | [String](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

#### C++##c++

| **名前**     | **型**                                                                                   |
| :--------- | :-------------------------------------------------------------------------------------- |
| `PoolName` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### BackfillTicketId##backfillticketid

バックフィルチケットの一意の ID。

#### 宣言##declaration

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

#### ブループリント##blueprint

| **名前**             | **型**                                                                                                 |
| :----------------- | :---------------------------------------------------------------------------------------------------- |
| Backfill Ticket Id | [String](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

#### C++##c++

| **名前**             | **型**                                                                                   |
| :----------------- | :-------------------------------------------------------------------------------------- |
| `BackfillTicketId` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### MatchId##matchid

マッチの一意の ID です。

#### 宣言##declaration

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

#### ブループリント##blueprint

| **名前**   | **型**                                                                                                 |
| :------- | :---------------------------------------------------------------------------------------------------- |
| Match Id | [String](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

#### C++##c++

| **名前**    | **型**                                                                                   |
| :-------- | :-------------------------------------------------------------------------------------- |
| `MatchId` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### PoolId##poolid

マッチが含まれているプールの ID。

#### 宣言##declaration

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

#### ブループリント##blueprint

| **名前**  | **型**                                                                                                 |
| :------ | :---------------------------------------------------------------------------------------------------- |
| Pool Id | [String](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

#### C++##c++

| **名前**   | **型**                                                                                   |
| :------- | :-------------------------------------------------------------------------------------- |
| `PoolId` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

## メソッド##methods

JSON 文字列から MatchmakingResults をデシリアライズします。

### FromJson(FString)##fromjson(fstring)

#### 宣言##declaration

```cpp
static FMatchmakingResults FromJson(FString JsonString)
```

#### パラメーター##parameters

| **名前**       | **型**                                                                                   | **説明**             |
| :----------- | :-------------------------------------------------------------------------------------- | :----------------- |
| `JsonString` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) | シリアル化された JSON 文字列。 |

#### 戻り値##returns

| **型**                                           | **説明**                          |
| :---------------------------------------------- | :------------------------------ |
| [FMatchmakingResults](./matchmaking-results.md) | デシリアライズされた FMatchmakingResults。 |
