That leads to the same result, Unfortunately the log formatting is not the problem…
Another test:
if (MyGameState)
{
int foo = 0;
for (APlayerState* SinglePS : MyGameState->PlayerArray)
{
++foo;
}
UE_LOG(LogTemp, Warning, TEXT("foo: %s"), *FString::FromInt(foo));
}
Output Client1 : foo: 1
Output Client2 : foo: 1
Output Server : foo: 2