I was curious to why with the Unreal PlayFabOnlineSubsystem when creating a session, it creates both a PlayFab Party and a PlayFab Lobby? In the OnlineSessionInterfacePlayfab::InternalCreateSession, it has to not only create the party, but also create the Lobby. Is the reason because in order for Lobbies to get real-time notifications, it instead uses Parties as the notifier?
It's a bit frustrating to use the PlayFabOnlineSubsystem if that is the case to have real-time notifications without SignalR and replace it with Party notifications to talk to lobbies instead...
Not only that, it seems even creating a Session with the PlayFabOnlineSubsystem also crashes at that method (OnlineSessionInterfacePlayfab::InternalCreateSession).