Failure to connect to oculus subsystem session

Using the oculus online subsystem I have not been able to join another users session (matchmaking or room). I’ve integrated the Unreal OVR SDK sample, added my oculus app ID, changed the matchmaking key to my own which is user and system created, and am running two separate packaged instanced on separate machines that are using separate internet connections so that unreal doesn’t revert to it’s own subsystem that I’ve seen can happen automatically over LAN. I can search for sessions correctly and see what oculus user is hosting but always fail to join.

I’ve included my log files that show a connection being attempted but I can’t figure out the exact issue that’s stopping a connection from being accepted. The pertinent line seems to be:

[2021.05.22-00.56.06:086][226]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 4097954510325963.oculus, Name: OculusNetConnection_2147482471, Driver: PendingNetDriver OculusNetDriver_2147482472, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID

Also after I call the ‘join session’ node in BP I get a successful response but in the log I get

[2021.05.22-00.56.02:491][903]LogOnline: Warning: OSS: The World Does Not Exist.

I am including the network map in the list of maps to include in a packaged build.

This is how I’m calling the create session/ join session:

Thank you for any help, I’ve been working on this for 3 days crying emoji

[link text][3]

Also, I’ve seen the error that quest users have connecting to each other but both of the clients are on rift/PCs for this.

This was the issue and the fix is listed. As I said I didn’t think it was relevant because it specifically states that it only affects quest to quest device and not rift on PC but I suppose that was incorrect as I built from source and applied the change to solve. rip 3 days