# 구조체 FMatchmakingResults

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

##### Include##include

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

##### 구문##syntax

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

## 필드##fields

### MatchProperties##matchproperties

매치 프로퍼티를 나타냅니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

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

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

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

### GeneratorName##generatorname

#### 선언##declaration

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

#### 블루프린트##blueprint

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

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

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

### QueueName##queuename

서버를 할당한 매치메이킹 대기열입니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

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

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

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

### PoolName##poolname

서버를 할당한 매치메이킹 풀입니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

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

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

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

### BackfillTicketId##backfillticketid

Backfill 티켓의 고유 ID입니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

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

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

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

### MatchId##matchid

매치의 고유 ID입니다.

#### 선언##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadWrite, 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/) |

### PoolId##poolid

매치가 속한 풀의 ID입니다.

#### 선언##declaration

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

#### 블루프린트##blueprint

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

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

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

## 메서드##methods

JSON 문자열에서 MatchmakingResults를 역직렬화합니다.

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

#### 선언##declaration

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

#### 파라미터##parameters

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

#### 다음을 반환##returns

| **유형**                                          | **설명**                    |
| :---------------------------------------------- | :------------------------ |
| [FMatchmakingResults](./matchmaking-results.md) | 역직렬화된 FMatchmakingResults |
