There is a material function you can use called MF_GetTeamColor.
To add more teams, create more Team Info widgets and update BP_GameState accordingly. You will have to add additional lerping logic in MF_GetTeamColor for new team indexes to work properly.
Name is currently not being set in Blueprints. Player names default to Epic’s implementation of player names. Without Steam, this defaults to OS user name + some long hash.
Aye, to do this you’ll have to change the logic in GetValidTeam and GetAutoAssignTeamNum in your game mode derived from BP_Deathmatch.
Will be fixed in the next update
Not currently.
Name isn’t being set in BP. Player names are set by Epic’s default implementation, which is OS’s user name + a random hash.
Not without custom changes / custom plugins for UE4.
Its currently being set to the host’s name in Epic’s default implementation. Changing this requires C++ or custom plugins for UE4.
Dedicated Server support is for the most part there, but any issues that are coming up are generally due to the lack of C++ code for handling edge cases.
This is entirely dependent on how your OnlineSubsystem treats dedicated servers. You can pseudo force this behavior by calling Create Session in your game mode’s begin play, which might fail if a session already exists. A failure should be safe to ignore, I believe.
This also depends on your subsystem. If you are using Steam, direct ip connections tend to not go through the same player init that Steam wants to do and weird things happen. If not using Steam, I can not explain this and have no idea why it wouldn’t work.
I’m hoping to get some time to work on the next major update and include more dedicated server specific documentation, but life is demanding and stuff.