AGameStateBase::AddPlayerState (APlayerState * PlayerState) just passed a pointer over?

The client wants to obtain the status of all players who have joined the current game, so I created AMyGameState to inherit AGameStateBase, rewrite the AddPlayerState (APlayerState* PlayerState) function, and naturally call PlayerState->GetPlayerName() inside to read the player’s name, but I didn’t get anything! The variables in PlayerState are mostly 0 or empty.

After debugging, I found that the OnRep_PlayerName() function of APlayerState is required to read the player’s name. So, please UnrealEngine change the calling process and trigger AddPlayerState(APlayerState* PlayerState) at least after all variables in PlayerState have completed the first copy. This is in line with normal thinking logic.