Menu System-Selecting a level

First off, I have a post here:
https://forums.unrealengine.com/showthread.php?37897-From-cradle-to-grave-game-flow
but I though I’d post my current delima here in this section. You know, the proper section:)
My saved game holds 4 variable, all arrays: LevelName, BestTime, LevelComplete, LevelUnlock
For my main menu, I want to click “play” and be presented with a “grid”-type interface that shows several levels (eventually, a 5x4 grid). In my test, I’m using 5 levels. I want the level number to show up as a GREEN number when LevelComplete is true, WHITE number when LevelUnlock is true and a lock icon when neither is true. Like this:

My data is working fine. I’m just not sure how to display it in this format. Any ideas?

Hello,
with a basic umg menu like : UMG Tutorials ( Introduction and data binding ) - Community Content, Tools and Tutorials - Unreal Engine Forums you can have menu with buttons which will open a level on click.

Thanks for the reply, Fen! I hadn’t seen that set of tutorials yet. However, I have been able to do some basic menus using UMG. I’ve done a main menu, pause menu, end of level menu, a timer HUD and end of level report HUD.
I can’t wait to see how they beef up UMG! Anything to make it better and easier to use will be great.
However, I still haven’t found the answer to my specific problem. I have this idea of having my main menu as-is (very simple: Play, Help, Options, Quit). But when the player presses PLAY, I want the “grid” to show up with the previously posted options. Think of it like Angry Birds or Flow…the levels are presented on a single screen and each level is properly coded to display the desired info/restrictions.
So my “grid” would need to poll the saved game for which levels are complete and which one is unlocked, then adjust each button based on that data.

I’ve just try the rama’s umg set Rama's UMG Tutorial: Create a Scrollable List of Buttons From a Dynamic Array - Community Content, Tools and Tutorials - Unreal Engine Forums but i replaced text by image and a slate brush asset array and it works fine. So by setting the same child sysstem you can add your menu in your hud. (By mixing basic thread and this one)

And maybe only add a horizontal box with a set image…

Why just not to use drawing? It’s so simple with this. No?

http://archeogame.com/wp-content/uploads/2014/09/6-705x396.jpg

@Fen - So, I tried that tutorial. It didn’t work…not because the method is wrong, but because I’m still a beginner and didn’t fully understand how it worked.
@Tefel - That’s kind of what I’m going for. I found this https://answers.unrealengine.com/questions/88209/umg-how-to-switch-a-buttons-imageslate-widget-styl.html o nthe answer hub. It’s pretty much exactly what I’m after and the “answer” to that thread was: coming in 4.5
Also, Tefel, I am sorry, but this is not simple for me. Again, I’m still a beginner. But I’m getting better!
thanks for the help and advice.