```C++
void UMultiplayerSessionSubsytem::CreateSession(int32 NumPublicConnection, FString MatchType)
{
if (!SessionInterface.IsValid()) return;
auto ExistingSession = SessionInterface->GetNamedSession(SEARCH_KEYWORDS);
if (ExistingSession != nullptr)
{
bCreateSessionOnDestroy = true;
LastNumPublicConnections = NumPublicConnection;
LastMatchType = MatchType;
DestroySession();
}
// Store the delegate in FDelegateHandle so later can be removed from delegate list
CreateSessionsCompleteDelegateHandle = SessionInterface->AddOnCreateSessionCompleteDelegate_Handle(CreateSessionsCompleteDelegate);
LastSessionSettings = MakeShareable(new FOnlineSessionSettings);
LastSessionSettings->bIsLANMatch = IOnlineSubsystem::Get()->GetSubsystemName() == "NULL" ? true : false;
LastSessionSettings->NumPublicConnections = NumPublicConnection;
LastSessionSettings->bAllowJoinInProgress = true;
LastSessionSettings->bAllowJoinViaPresence = true;
LastSessionSettings->bAllowInvites = true;
LastSessionSettings->bShouldAdvertise = true;
LastSessionSettings->bUsesPresence = true;
LastSessionSettings->bUseLobbiesIfAvailable = true;
LastSessionSettings->Set(FName("MatchType"), MatchType, EOnlineDataAdvertisementType::ViaOnlineService);
const ULocalPlayer\* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController();
if (!SessionInterface->CreateSession(\*LocalPlayer->GetPreferredUniqueNetId(), SEARCH_KEYWORDS, \*LastSessionSettings))
{
SessionInterface->ClearOnCreateSessionCompleteDelegate_Handle(CreateSessionsCompleteDelegateHandle);
// Broadcast our own custom delegate
MultiplayerOnCreateSessionComplete.Broadcast(false);
}
}
```
I cannot find the session in lobbies and session port. Can somebody please help?