# 클래스 UMatchmakerClientBlueprintApi

> Review the Matchmaker Client Blueprint API reference for creating and managing matchmaking tickets.

##### 선언##declaration

```cpp
UCLASS()
class UMatchmakerClientBlueprintApi : public UBlueprintFunctionLibrary
```

[UBlueprintFunctionLibrary](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Engine/Kismet/UBlueprintFunctionLibrary/)에서 상속됩니다.

## 델리게이트##delegates

### FCreateTicketResponseDelegate##fcreateticketresponsedelegate

#### 선언##declaration

```cpp
DECLARE_DYNAMIC_DELEGATE_OneParam(FCreateTicketResponseDelegate, FCreateTicketResponse, Response)
```

#### 반환 유형##return-type

[FCreateTicketResponse](./models/create-ticket-response.md)

### FDeleteTicketResponseDelegate##fdeleteticketresponsedelegate

#### 선언##declaration

```cpp
DECLARE_DYNAMIC_DELEGATE_OneParam(FDeleteTicketResponseDelegate, FDeleteTicketResponse, Response)
```

#### 반환 유형##return-type

[FDeleteTicketResponse](./models/delete-ticket-response.md)

### FGetTicketStatusResponseDelegate##fgetticketstatusresponsedelegate

#### 선언##declaration

```cpp
DECLARE_DYNAMIC_DELEGATE_OneParam(FGetTicketStatusResponseDelegate, FGetTicketStatusResponse, Response)
```

#### 반환 유형##return-type

[FGetTicketStatusResponse](./models/get-ticket-status-response.md)

## 메서드##methods

### CreateTicket##createticket

매치메이킹 티켓을 생성하여 매치메이킹을 효과적으로 시작합니다.

#### 선언##declaration

```cpp
UFUNCTION(BlueprintCallable, Category = "Unity Gaming Services | Matchmaker", meta = (WorldContext = "WorldContextObject"))
static void CreateTicket(TArray<FMatchmakerPlayer> Players, FCreateTicketOptions Options, FCreateTicketResponseDelegate ResponseHandler, const UObject* WorldContextObject)
```

#### 파라미터##parameters

| **이름**               | **유형**                                                                                                                                                            | **설명**                       |
| :------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--------------------------- |
| `Players`            | [TArray](https://docs.unrealengine.com/5.3/en-US/array-containers-in-unreal-engine/#tarray)`<`[FMatchmakerPlayer](../matchmaker-core/models/matchmaker-player)`>` | 티켓에 추가될 선수 목록(최소 1명의 선수 포함)  |
| `Options`            | [FCreateTicketOptions](./models/create-ticket-options.md)                                                                                                         | 티켓 생성 옵션                     |
| `ResponseHandler`    | [FCreateTicketResponseDelegate](./matchmaker-client-blueprint-api.md#fcreateticketresponsedelegate)                                                               | CreateTicket이 완료되면 사용할 응답 콜백 |
| `WorldContextObject` | `const `[UObject](https://docs.unrealengine.com/5.3/en-US/API/Runtime/CoreUObject/UObject/UObject/)`*`                                                            |                              |

### DeleteTicket##deleteticket

매치메이킹 티켓을 삭제하여 매치메이킹 프로세스를 종료합니다. 클라이언트가 클라이언트의 매치메이킹을 취소하려고 할 때 이를 호출합니다.

#### 선언##declaration

```cpp
UFUNCTION(BlueprintCallable, Category = "Unity Gaming Services | Matchmaker", meta = (WorldContext = "WorldContextObject"))
static void DeleteTicket(FGuid TicketId, FDeleteTicketResponseDelegate ResponseHandler, const UObject* WorldContextObject)
```

#### 파라미터##parameters

| **이름**               | **유형**                                                                                                 | **설명**                       |
| :------------------- | :----------------------------------------------------------------------------------------------------- | :--------------------------- |
| `TicketId`           | [FGuid](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Misc/FGuid/)                          | 삭제할 티켓의 ID                   |
| `ResponseHandler`    | [FDeleteTicketResponseDelegate](./matchmaker-client-blueprint-api.md#fdeleteticketresponsedelegate)    | DeleteTicket이 완료되면 사용할 응답 콜백 |
| `WorldContextObject` | `const `[UObject](https://docs.unrealengine.com/5.3/en-US/API/Runtime/CoreUObject/UObject/UObject/)`*` |                              |

### GetTicketStatus##getticketstatus

매치메이커에서 티켓 할당 상태를 가져옵니다. 할당이 완료될 때까지 폴링합니다. 폴링 속도와 속도 제한에 대한 자세한 내용은 [매치메이커 기술 자료](/matchmaker/matchmaker-rate-limits.md)를 참조하십시오.

#### 선언##declaration

```cpp
UFUNCTION(BlueprintCallable, Category = "Unity Gaming Services | Matchmaker", meta = (WorldContext = "WorldContextObject"))
static void GetTicketStatus(FGuid TicketId, FGetTicketStatusResponseDelegate ResponseHandler, const UObject* WorldContextObject)
```

#### 파라미터##parameters

| **이름**               | **유형**                                                                                                    | **설명**                       |
| :------------------- | :-------------------------------------------------------------------------------------------------------- | :--------------------------- |
| `TicketId`           | [FGuid](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Misc/FGuid/)                             | 액세스할 티켓의 ID                  |
| `ResponseHandler`    | [FGetTicketStatusResponseDelegate](./matchmaker-client-blueprint-api.md#fgetticketstatusresponsedelegate) | CreateTicket이 완료되면 사용할 응답 콜백 |
| `WorldContextObject` | `const `[UObject](https://docs.unrealengine.com/5.3/en-US/API/Runtime/CoreUObject/UObject/UObject/)`*`    |                              |
