结构 FMatchmakingResults
Review the structure containing results from a successful match including teams and allocation details.
Include(包括)
#include <MatchmakerServer/Public/Models/MatchmakingResults.h>
语法
USTRUCT(BlueprintType)struct MATCHMAKERSERVER_API FMatchmakingResults
字段
MatchProperties
表示匹配属性。
声明
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")FMatchProperties MatchProperties
Blueprint
C++
GeneratorName
声明
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")FString GeneratorName
Blueprint
Name | 类型 |
|---|
| Generator Name(生成器名称) | 字符串 |
C++
QueueName
分配了服务器的匹配队列。
声明
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")FString QueueName
Blueprint
Name | 类型 |
|---|
| Queue Name(队列名称) | 字符串 |
C++
PoolName
分配了服务器的匹配池。
声明
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")FString PoolName
Blueprint
C++
BackfillTicketId
回填工单的唯一 ID。
声明
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")FString BackfillTicketId
Blueprint
Name | 类型 |
|---|
| Backfill Ticket Id(回填工单 ID) | 字符串 |
C++
MatchId
匹配的唯一 ID。
声明
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")FString MatchId
Blueprint
C++
PoolId
匹配所在池的 ID。
声明
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")FString PoolId
Blueprint
C++
方法
从 JSON 字符串反序列化 MatchmakingResults。
FromJson(FString)
声明
static FMatchmakingResults FromJson(FString JsonString)
参数
返回