Multiplayer GetGameState()->PlayerArray on Client is always 1

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