GEngine is available to you from wherever you please; being global (that’s why it’s prefixed with a capital G) you can access it anywhere you like, just make sure you check whether it is not null first.
Just curious, what’s the compile time hit when using preprocessor directives to tag debugging code. Like what if I had thousands of these in my project? Would it have a noticeable effect on compile time?
your welcome. since then i’ve discovered a way to use bind screen messages to std::cout, so it might be even more convenient to you depending on your needs. lookup “std::cout screen messages” in answerhub. i don’t remember where have i posted that and sadly no time to search currently
This doesn’t seem to display anything in Shipping build, so I advise against using it for anything that needs to happen for the end user, only use for things that developers need.
DebugMessages.h (3.4 KB)
add this header file to your project and include it anywhere you want to use it, examples are provided in the comments, just call the macros anywhere you want to use.