# Print on Screen without including "Engine.h"

**URL:** <https://forums.unrealengine.com/t/print-on-screen-without-including-engine-h/390033>\
**Category:** C++\
**Tags:** unreal-engine, UE4, CPP, question\
**Created:** [April 5, 2017, 11:10am UTC](https://forums.unrealengine.com/t/print-on-screen-without-including-engine-h/390033 "2017-04-05T11:10:25Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![anonymous\_user\_46e6cfb5](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_46e6cfb5](https://forums.unrealengine.com/u/anonymous_user_46e6cfb5)\
**Post date:** [April 5, 2017, 11:10am UTC](https://forums.unrealengine.com/t/print-on-screen-without-including-engine-h/390033/1 "2017-04-05T11:10:25Z")

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hi community

i’m using UE4.15.1 for my game and i’m really enjoying fast compiling of my project but there is a simple problem , when i want to use GEngine-\>AddOnScreenDebugMessage i have to include “Engine.h” instead of “EngineMinimal.h” and its slowing down my compile time

i want to know is there any other way to print on screen without including Engine.h ??

best regards

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**Author:** ![MrGoatsy](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mrgoatsy/32/918697_2.png) [@MrGoatsy](https://forums.unrealengine.com/u/MrGoatsy)\
**Post date:** [April 5, 2017, 12:13pm UTC](https://forums.unrealengine.com/t/print-on-screen-without-including-engine-h/390033/2 "2017-04-05T12:13:31Z")

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Take a look at this tutorial:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Or at this question:

> **[How to Debug via C++?](https://forums.unrealengine.com/questions/98930/how-to-debug-via-c.html)**
>
> jara is right but I prefer to call it like this: #if UE\_BUILD\_DEBUG GEngine-\>AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, "debug msg"); #endif the -1 is the key, the 15.0f is how long to display it in seconds, the color is obviously the...
