I'm using the UE Playfab Party OSS Plugin and i've been diving into how the dedicated servers are set up. I'm currently using the PlayFab Sockets and NetDrivers as expected. However it seems that FPlayFabSocket requires LocalEndpoint to be setup before it can communicate with another client. Looking into where this is used, it is initialised once a match has been found with the matchmaking process or when a session is created. Both of these actions require a LocalPlayFabUsers party id which I wouldn't expect to have for a dedicated server. Is there something i'm missing with this setup?
I feel like this current workflow should work with P2P connections well but i'd like to double check that it's intended for dedicated servers or should I be trying to revert the NetDriver back to using the default IpNetDriver for server connections?