# 구조체 FGetTicketStatusResponse

> Review the response structure containing the status and details of a matchmaking ticket.

##### Include##include

```cpp
#include <MatchmakerClient/Public/Models/GetTicketStatusResponse.h>
```

##### 구문##syntax

```cpp
USTRUCT(BlueprintType)
struct FGetTicketStatusResponse
```

## 필드##fields

### WasSuccessful##wassuccessful

요청이 완료되었는지 여부를 나타냅니다.

#### 선언##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
bool bWasSuccessful = false
```

#### 블루프린트##blueprint

| **이름**         | **유형**                                                                                            | **기본값** |
| :------------- | :------------------------------------------------------------------------------------------------ | :------ |
| Was Successful | [부울](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) | False   |

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

| **이름**           | **유형** | **기본값** |
| :--------------- | :----- | :------ |
| `bWasSuccessful` | `bool` | `false` |

### AssignmentType##assignmenttype

생성된 매치메이킹 티켓의 ID입니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

| **이름**          | **유형**                                                                                             |
| :-------------- | :------------------------------------------------------------------------------------------------- |
| Assignment Type | [문자열](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

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

| **이름**           | **유형**                                                                                  |
| :--------------- | :-------------------------------------------------------------------------------------- |
| `AssignmentType` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### 메시지##message

선택적인 메시지

#### 선언##declaration

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

#### 블루프린트##blueprint

| **이름** | **유형**                                                                                             |
| :----- | :------------------------------------------------------------------------------------------------- |
| 메시지    | [문자열](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

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

| **이름**    | **유형**                                                                                  |
| :-------- | :-------------------------------------------------------------------------------------- |
| `Message` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### 상태##status

할당 상태는 **Timeout**, **Failed**, **InProgress** 또는 **Found**일 수 있습니다.

#### 선언##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
StatusEnum Status = StatusEnum::InProgress
```

#### 블루프린트##blueprint

| **이름** | **유형**                         | **기본값**                  |
| :----- | :----------------------------- | :----------------------- |
| 상태     | [StatusEnum](./status-enum.md) | `StatusEnum::InProgress` |

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

| **이름**   | **유형**                         | **기본값**                  |
| :------- | :----------------------------- | :----------------------- |
| `Status` | [StatusEnum](./status-enum.md) | `StatusEnum::InProgress` |

### Ip##ip

이 티켓에 할당된 서버의 IP입니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

| **이름** | **유형**                                                                                             |
| :----- | :------------------------------------------------------------------------------------------------- |
| Ip     | [문자열](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

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

| **이름** | **유형**                                                                                  |
| :----- | :-------------------------------------------------------------------------------------- |
| `Ip`   | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### Port##port

이 티켓 결과에 할당된 포트입니다.

#### 선언##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
int32 Port = 0
```

#### 블루프린트##blueprint

| **이름** | **유형**                                                                                            | **기본값** |
| :----- | :------------------------------------------------------------------------------------------------ | :------ |
| Port   | [정수](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) | `0`     |

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

| **이름** | **유형**                                                                                                         | **기본값** |
| :----- | :------------------------------------------------------------------------------------------------------------- | :------ |
| `Port` | [int32](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/GenericPlatform/FGenericPlatformTypes/int32/) | `0`     |

### MatchId##matchid

매치의 고유 ID입니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

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

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

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

### ErrorMessage##errormessage

오류 세부 내용을 설명하는 오류 메시지입니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

| **이름** | **유형**                                                                                             |
| :----- | :------------------------------------------------------------------------------------------------- |
| 오류 메시지 | [문자열](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

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

| **이름**         | **유형**                                                                                  |
| :------------- | :-------------------------------------------------------------------------------------- |
| `ErrorMessage` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### ErrorCode##errorcode

블루프린트 호환성을 위한 int32 형식의 오류 코드([MatchmakerExceptionReason](/matchmaker/unreal-engine-sdk/sdk-api/matchmaker-core/models/matchmaker-exception-reason.md))입니다.

#### 선언##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
int32 ErrorCode = Matchmaker::kMatchmakerExceptionOffset
```

#### 블루프린트##blueprint

| **이름** | **유형**                                                                                            | **기본값** |
| :----- | :------------------------------------------------------------------------------------------------ | :------ |
| 오류 코드  | [정수](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) | `0`     |

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

| **이름**      | **유형**                                                                                                         | **기본값** |
| :---------- | :------------------------------------------------------------------------------------------------------------- | :------ |
| `ErrorCode` | [int32](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/GenericPlatform/FGenericPlatformTypes/int32/) | `0`     |

## 메서드##methods

### GetReasonEnum()##getreasonenum()

#### 선언##declaration

```cpp
EMatchmakerExceptionReason GetReasonEnum() const
```

#### 다음을 반환##returns

| **유형**                                                                                                                    | **설명**                                                                                                                                    |
| :------------------------------------------------------------------------------------------------------------------------ | :---------------------------------------------------------------------------------------------------------------------------------------- |
| [EMatchmakerExceptionReason](/matchmaker/unreal-engine-sdk/sdk-api/matchmaker-core/models/matchmaker-exception-reason.md) | 예외 사유를 [EMatchmakerExceptionReason](/matchmaker/unreal-engine-sdk/sdk-api/matchmaker-core/models/matchmaker-exception-reason.md)으로 반환합니다. |
