I'm using the Oculus Online Subsystem in Unreal 4.22.1. I'm then creating a session and a listen server fine. If then on a client I call FindMatchMakingSessions, it only sees the active session about 1 in 20 calls.
I'm testing both ends on different machines and Oculus logins from an alpha channel. Anyone else see this or have any fixes?
The whole thing works fine with the Steam OSS.