Okay, this should work for you:
First, don't hide the actual Level text element, because DynamicData would just continue to try to show it anyway. The easy fix for that is to just change that element to have a size of Size=(0,0) which basically makes it invisible.
Secondly, here's a better method...
Code:
sCheck1=(Text == 'None')
sCheck2=(Text == 0)
sCond=(sCheck1 || sCheck2)
bCheck=(sCond ? ' ' : Text)
Parent.NewLevelDisplay.text=bCheck
Again, make sure the
NewLevelDisplay has no dynamicdata attributed to it.
I tested it in game and it seems to work nicely. At first I just checked the level to be greater than 0, because None would fail that and it would show. But when you encounter mentored players, it would break it as well. So I just split the check up against level None or level 0.
Cheers.