# 구조체 FMatchmakerTeam

> Review the structure representing a team of players in a matched game.

##### Include##include

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

##### 구문##syntax

```cpp
USTRUCT(BlueprintType)
struct FMatchmakerTeam
```

## 필드##fields

### TeamName##teamname

팀 이름입니다. 팀 이름은 매치메이킹 규칙에서 정의된 팀 이름과 동일해야 합니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

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

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

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

### TeamId##teamid

팀의 ID입니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

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

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

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

### PlayerIds##playerids

팀 내 플레이어를 나타내는 플레이어 ID 배열입니다. 이 ID는 매치 프로퍼티의 플레이어 목록에 있어야 합니다.

#### 선언##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")
TArray<FString> PlayerIds
```

#### 블루프린트##blueprint

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

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

| **이름**      | **유형**                                                                                                                                                                                   |
| :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `PlayerIds` | [TArray](https://docs.unrealengine.com/5.3/en-US/array-containers-in-unreal-engine/#tarray)`<`[FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/)`>` |
