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?
Setting the pool to be user created rooms only and turning off 'Enable host migration when the owner leaves the room' fixed it.
As far as I can tell when you leave a session in Unreal it calls leave room correctly but the room hangs around somehow such that the next time the same user creates a session which calls CreateAndAddRoom, it does some sort of migrate of the room which doesn't work?