UnityWebRequestAsyncOperation: Success but no data

I’m trying to load an assetbundle from an url using UnityWebRequestAsyncOperation.
After checking for the isDone I get a result = Success with downloadedBytes = 0 and responseCode = 0.
Same code and url works fine for my coworker, it works fine for me on another bundles that uses the same ScriptableObject class and the same asset, built on another target device loads fine, it just won’t when I try on Standalone/Windows.
Any idea ?

How does the code that loads it looks like?

Did some tests, turns out it does download something, at least I get data from bundle.GetAllAssetNames(), so I guess my error is somewhere else.
Still weird that the UnityWebRequest says 0 bytes downloaded and doesn’t show a correct responseCode while saying the GET was a “success”

You still haven’t shown the code.
The only thing I can guess without it is that you use asset bundle caching, so it loads bundle from cache instead of downloading.

Here is our code.
I tried to hunt down any kind of cache but hasn’t find any.

You do, you pass hash argument to GetAssetBundle, which enables Unity built-in caching system. So that explains it - the bundle is found and loaded from the cache, so no download happened.