FindSessions returns always 0 when run from blueprint

Enabled steam, so overlay brings up fine in standalone launch from editor

after begin play session creates (tryed both lan and not), when character jump begin session searching and magically it find 0 sessions, looked into sourcode and founde lovely definition

bool FOnlineSessionSteam::FindSessions(int32 SearchingPlayerNum, const TSharedRef& SearchSettings)
{
uint32 Return = E_FAIL;

// Don't start another search while one is in progress
if (!CurrentSessionSearch.IsValid() && SearchSettings->SearchState != EOnlineAsyncTaskState::InProgress)
{
	// Free up previous results
	SearchSettings->SearchResults.Empty();

	// Copy the search pointer so we can keep it around
	CurrentSessionSearch = SearchSettings;

	// Check if its a LAN query
	if (SearchSettings->bIsLanQuery == false)
	{
		Return = FindInternetSession(SearchSettings);
	}
	else
	{
		Return = FindLANSession();
	}

	if (Return == ERROR_IO_PENDING)
	{
		SearchSettings->SearchState = EOnlineAsyncTaskState::InProgress;
	}
}
else
{
	UE_LOG_ONLINE(Warning, TEXT("Ignoring game search request while one is pending"));
	Return = ERROR_IO_PENDING;
}

return Return == ERROR_SUCCESS || Return == ERROR_IO_PENDING;

}

bool FOnlineSessionSteam::FindSessions(const FUniqueNetId& SearchingPlayerId, const TSharedRef& SearchSettings)
{
// @todo: use proper SearchingPlayerId
return FindSessions(0, SearchSettings);
}

am i right, even after ~ a year blueprint interface to sessions feature isn’t complete and i have to use C++?