# 구조체 FBackfillTicket

> Review the structure representing a backfill ticket for an active match.

##### Include##include

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

##### 구문##syntax

```cpp
USTRUCT(BlueprintType)
struct FBackfillTicket
```

## 필드##fields

### ID##id

Backfill 티켓 ID입니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

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

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

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

### 연결##connection

Backfill을 생성하는 서버의 IP 주소와 포트입니다. IP 주소 형식은 ip:port입니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

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

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

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

### 속성##attributes

이 티켓이 매치를 생성해야 하는 타겟 대기열입니다.

#### 선언##declaration

```cpp
TSharedPtr<FJsonObject> Attributes
```

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

| **이름**       | **유형**                                                                                                                                                                                     |
| :----------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `Attributes` | [TSharedPtr](https://docs.unrealengine.com/5.0/en-US/API/Runtime/Core/Templates/TSharedPtr/)`<`[FJsonObject](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Json/Dom/FJsonObject/)`>` |

### 프로퍼티##properties

Backfill 티켓을 나타내는 데이터를 포함하는 오브젝트입니다. Backfill 티켓 프로퍼티 정보는 해당 오브젝트의 데이터 프로퍼티에 저장되며, Backfill 티켓 프로퍼티는 Base64로 직렬화해야 합니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

| **이름** | **유형**                                    |
| :----- | :---------------------------------------- |
| 프로퍼티   | [FMatchProperties](./match-properties.md) |

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

| **이름**       | **유형**                                    |
| :----------- | :---------------------------------------- |
| `Properties` | [FMatchProperties](./match-properties.md) |
