[EOS | EOS Plus] EOS Overlay no longer working. Cant retrieve friends list

Currently working on adding a cross-platform friends list to my game. I have encountered the following:

  • I’ve followed a couple of tutorials, and I can log in using the account portal or the dev auth tool.

  • Once I enabled EOSPlus, the EOS overlay stopped working, and only the steam overlay only works.

  • I also receive an error message when trying to pull the user’s friends list.

LogTemp: Warning: ReadFriendsList, success?: false, Error List of ids to query is empty for User (....|....), so can't query external account ids

See files below,

DefaultEngine.Ini

[/Script/OnlineSubsystemEOS.EOSSettings]
CacheDir=CacheDir
DefaultArtifactName=Main
TickBudgetInMilliseconds=0
bEnableOverlay=True
bEnableSocialOverlay=True
bShouldEnforceBeingLaunchedByEGS=False
TitleStorageReadChunkLength=0
+Artifacts= << REDACTED >>
bUseEAS=True
bUseEOSConnect=True
bMirrorStatsToEOS=True
bMirrorAchievementsToEOS=True
bUseEOSSessions=True
bMirrorPresenceToEAS=True

[OnlineSubsystemEOS]
bEnabled=true

[OnlineSubsystem]
DefaultPlatformService=EOSPlus
NativePlatformService=Steam

[OnlineSubsystemEOSPlus]
bEnabled=true

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480

[/Script/Engine.GameEngine]
NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemEOS.NetDriverEOS",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[/Script/SocketSubsystemEOS.NetDriverEOS]
bIsUsingP2PSockets=true

[/Script/OnlineSubsystemUtils.OnlineEngineInterfaceImpl]
CompatibleUniqueNetIdTypes=EOS

[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"

GameInstance.h

	UFUNCTION(BlueprintCallable)
		void GetAllFriends();

		void OnGetFriendsList(int32 LocalUserNum, bool bWasSuccessful, const FString& ListName, const FString& ErrorStr);

GameInstance.cpp

void UProject24GameInstance::GetAllFriends(){

	if(bIsLoggedIn){
		
		if(OnlineSubsystem){

			if(IOnlineFriendsPtr Friends = OnlineSubsystem->GetFriendsInterface()){

				Friends->ReadFriendsList(0, EFriendsLists::ToString(EFriendsLists::Default), FOnReadFriendsListComplete::CreateUObject(this,&UProject24GameInstance::OnGetFriendsList));
			}
			
		}
	}

	return;
}

void UProject24GameInstance::OnGetFriendsList(int32 LocalUserNum, bool bWasSuccessful, const FString& ListName,
	const FString& ErrorStr){
	UE_LOG(LogTemp, Warning, TEXT("ReadFriendsList, success?: %s, Error %s"), bWasSuccessful ? TEXT("true") : TEXT("false"), *ErrorStr);

	if(bWasSuccessful){

		if(OnlineSubsystem){

			if(IOnlineFriendsPtr Friends = OnlineSubsystem->GetFriendsInterface()){
				TArray<TSharedRef<FOnlineFriend>> CurrentFriends;

				if(Friends->GetFriendsList(0,ListName,CurrentFriends)){
					for(TSharedRef<FOnlineFriend> Friend : CurrentFriends){
						auto Name = Friend.Get().GetDisplayName();
						UE_LOG(LogTemp, Warning, TEXT("Friend: , %s"), *Name);
					}
				}
				else{
					UE_LOG(LogTemp, Warning, TEXT("GetFriendsList, failure!"));
				}
			}
		}
	}
	
	return;
}

Any help or pointers would be helpful.