Oculus Quest 2, sleep mode, VRC.Quest.Functional.11

Device: Oculus Quest 2
Engine: Unreal Engine 4.27
Plugins: Oculus VR, EOSOnlineSubsystem

We are using multiplayer session via EOS networking with dedicated server hosted on AWS.
The application in unreal needs ticks running to keep alive networking with the server.

The problem occurs for users who has sleep mode enabled.
The user takes off the goggles for a pause during multiplayer session active.
Right after transition to sleep mode the connection to the server is lost.

It should still communicate with the server, because if not, the server will kick the client for timeout.

We have contacted EOS support in the case and they have replied: “UE4 is treating the sleep as a reason to stop running the main game loop
and when that happens no ticks happen and the plugin can’t do anything like tell EOS to keep connections alive”.

We don’t know how to change oculus quest 2 behaviour (Android) to make the app not suspend the tick cycle.

We are looking for some setting in the manifest or something to force our app to use networking in the background while sleep mode. OR disable sleep mode for at least 60s.
In the past there were some android nodes for screensaver which were preventing sleep mode at all by Unreal but they are deprecated and we are forced to use API 32 (Android 12) for Quest 2.
We would like to fix sleep rather than prevent it.
We are in big trouble right now because we have VRC blocker on our submission status, because of that. VRC.Quest.Functional.11
Users must not get disconnected from a multiplayer match if they access the universal menu or remove their headset.
And we have the problem that removing the headset can cause disconnection because sleep mode is cutting off the networking.

We can’t just tell the users to put some tape on the proximity sensor or disable autosleep.

We have seen a game that stays online while sleep mode but they are made in Unity with Photon networking. For example (PhotonNetwork.KeepAliveInBackground). We can’t use Photon, because we are using EOS and Unreal Engine 4. The game on oculus store to compare is WW1.

did you ever figure this out?