How can I make the HUD change in different levels? [Unreal Engine] - unreal-engine4

So I have recently started using Unreal Engine to start game development, and it is going well so far. (I am extremely new by the way, I started yesterday, but I do have programming experience). I am trying to make a HUD, the problem is, I also made another level, but I do not want the HUD to show up on that level, rather I would like to use another HUD. How can I switch between HUDs depending on the level?
I have tried YouTube but found nothing that answered it specifically.
Thanks in advance, and English is not my first language so I apologize for my bad grammar.

you can use the level blueprint to display the hud and when u change levels if the other level has a different hud u want to use you can do the same and use the level blueprint to do the same hope this helps.

Related

What is a good way to implement a menu system for an iphone game?

I'm working on a project and I've been asked to add a fairly detailed and nested menu system overtop pre-existing gameplay. I'm new to iphone programming in general, but have experience with other C languages on different platforms. I'm looking for an example of a good clean menu system architecture.
So far, I've gotten a little used to how the xib files interact with the code, but I still have a ways to go it seems. I have two UIViewControllers; lets call them UIViewControllerA and UIViewControllerB. I started with UIViewControllerA (the game's main view controller) and want to add UIViewControllerB as a menu to lay on top the game window. The only way I've found to get UIViewControllerB to render is to use it as a data member of UIViewControllerA and add it as a subview to UIViewControllerA.
This seems like a very unclean way to organize this system and introduces some bugs. IE - when I have UIViewControllerB showing, the touch events fall through to UIViewControllerA which I do not want.
Sorry this is long, but I'll get to the point. Does anyone have a good suggestion on how to create a clean and robust menu system? I feel as though I am way off the mark. I don't think I have enough experience to come up with a good system on this platform.
Thanks in advance!
EDIT:
I feel as perhaps I didn't specify that I'm seeking help for technical programming design rather than visual design. I'm seeking for a way to implement a state-machine type architecture for an iphone platform.
Check out this link - https://github.com/relikd/OGActionChooser
It's a nice-looking replacement for a UIActionSheet or UIAlertView - this could easily be customized to present a modal menu system.
A really easy way to have a clean menu page, simply take a picture of hardwood floor (or off the web) and add buttons. I would show an example but I need 10 points...
Take the pic, onto PS (photoshop) and add a box or square, add shadow and some cool special effects, upload it to xcode, but the buttons in the box.

Does my *Entire* game have to be remade, to use Cocos2D?

I have been making my game in a pretty conventional manner. I just created a new window based application and have built off of that using my own images, table views, etc. Now I am about to begin programming the gameplay, and I just recently discovered Cocos2D. My question is this: In order to use Cocos2D for the actual gameplay (Which would take place in a single view) do I need to recreate my app from scratch? Or can I just make the one view using Cocos2D?
You could go down the mix-and-match route, but it would likely drive you insane.
If you want to embrace Cocos2D, you will likely be better off moving to it fully. More likely than not the time invested will be yield improvements in your existing code that you'll find surprising (certainly, I've found that rewriting something pretty much always yields a better solution in fewer lines of code).
You do not want to keep using the standard SDK in your game, if you're going to use Cocos2D for the game view (which you totally should).
Re-do the entire app in Cocos2D -- you'll have way more possibilities to make your game menus awesome and much less headaches; both while developing and while maintaining your game.

Is there an efficient and standardised code for multiple OpenGL ES Views on Iphone?

First of all thanks for taking the time to read through and attempt to help with the problem I'm having. First question posted here and after reading through the startup agreement I'll try and be descriptive as possible =)
I'm currently working on a Game for the Iphone as my final year university project. This game is one I hope to continue working on and expanding after I leave and use as a springboard for my CV into the industry. I've got a good few months left, so plenty of time to take things slowly and carefully plan it out.
I have a background in Java and OpenGL in C++ so I understand some of the basic fundamentals. I'm not that experienced in Objective C yet, need to start somewhere =), so I apologise for any obvious mistakes I'm making. The current state of code is i've got multiple items rendering to a single OpenGL ES view based on the OpenGL ES 1.1 model. I feel since the project is primarily 2D I shouldn't need to go to the higher version. I would post up the code I have but it's full of prototyping and misc code and is incredibly messy. In fact I wouldn't mind restarting the code as a multi view template then moving over the blocks of code as I get them working.
I've done research through many different mediums as to the ideal way to create a multi view application with each view being OpenGL-ES based. I've seen many tutorials on using the UI-kit view with an OpenGL view, but I've decided the best way for my project to ensure full dynamic and customisation I'd be happier using openGL for all the views.
TL;DR:
The question I'm trying to ask is if theres a good tutorial or template anywhere I'm missing that will allow me to start up a new multi view project that will allow me to switch between multiple views (Menus etc)?
You can't go far wrong with cocos2d if you're making a 2D app but want it to be openGL accelerated.

Creating fancy uiTableViews

I am looking to implement a "world High Scores" for a game I wrote. I have several games already installed on my phone and was wondering how developers are creating those fancy looking "High Score" table views?
I have seen some very cool ones...some showing the scores within a view that pops up from the bottom, showing half way and then having buttons across the top of the view to show Local, and Global scores. Orba is the game I am speaking about.
I guess what I am asking is: Are these just regular uiTableViews with different background images and if so, does this all have to be done via code and not via builder?
Any example links would be greatly appreciated. Thanks
Geo...
George,
I would suggest this excellent article by Matt Gallagher: Easy custom UITableView drawing. He goes through great pains to show and explain many ways to customize UITableViews.
Without seeing a specific example, I hope this helps.

Can i use pickerview in my iphone application using cocos2d?

Duplicate:
How can i use picker view in iphone application using cocos2d ?
Hello everyone i am working on iphone gaming project.In this game i want spin some image (like reel spin).But i can not do this.Can i use picker view in this application using cocos2d.If can then give some instruction how can i do that or any different solution for this project.
You can use anything your want. I am constantly amused by the number of people who think that Cocos2d is some sort of world that you enter where you cannot bring any of your old friends. Cocos2d is just a library that makes OpenGL easy for games, and that is all it is. All it is.
I think you might benefit from trying a few easier projects first. I have made the mistake of trying to jump into something beyond my understanding, and while in the end it may have been beneficial, I sometimes wish I had learned in a more systematic manner.