结构 FCreateTicketResponse
Review the response structure returned when creating a matchmaking ticket.
Include(包括)
#include <MatchmakerClient/Public/Models/CreateTicketResponse.h>
语法
USTRUCT(BlueprintType)struct FCreateTicketResponse
字段
WasSuccessful
指示请求是否已成功完成。
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")bool bWasSuccessful = false
Blueprint
Name | 类型 | 默认值 |
|---|
| Was Successful(已成功) | 布尔值 | false |
C++
TicketId
已创建的匹配工单的 ID。
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")FGuid TicketId
Blueprint
Name | 类型 |
|---|
| Ticket Id(工单 ID) | FGuid 结构 |
C++
ErrorMessage
包含错误详细信息的错误消息。
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")FString ErrorMessage
Blueprint
| Name | 类型 |
|:---|:---|:---|:---|
| 错误消息 | 字符串 |
C++
ErrorCode
以 int32 表示的错误代码 (MatchmakerExceptionReason),旨在实现 Blueprint 兼容性。
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")int32 ErrorCode = Matchmaker::kMatchmakerExceptionOffset
Blueprint
| Name | 类型 | 默认值 |
|:---|:---|:---|:---|:---
| 错误代码 | 整数 | |
C++
方法
GetReasonEnum()
声明
EMatchmakerExceptionReason GetReasonEnum() const
返回