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rdeioris
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Update README.md
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‎README.md‎

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@@ -888,7 +888,7 @@ class Ball:
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Now we create (at runtime !!!) a whole new PyActor:
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```py
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```python
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class SuperHero:
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def begin_play(self):
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# spawn a new PyActor
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pass
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```
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Spawning Notes
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--------------
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Remember that only Actors can be spawned in a world, and that even the editor is a valid world:
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```python
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import unreal_engine as ue
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from unreal_engine.classes import Actor, Character
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from unreal_engine import FVector, FRotator
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world = ue.get_editor_world()
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actor000 = world.actor_spawn(Actor, FVector(0, 0, 0), FRotator(0, 0, 0))
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character000 = world.actor_spawn(Character, FVector(100, 100, 100), FRotator(0, 0, 0))
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```
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Remember that the Blueprint asset is not a valid actor by itself, you need to get the class generated by the blueprint:
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```python
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import unreal_engine as ue
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from unreal_engine.classes import Blueprint
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from unreal_engine import FVector, FRotator
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world = ue.get_editor_world()
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blueprint = ue.load_object(Blueprint, '/Game/TestBall.TestBall')
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actor000 = world.actor_spawn(blueprint.GeneratedClass, FVector(0, 0, 0), FRotator(0, 0, 0))
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```
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otherwise you can directly reference the BlueprintGeneratedClass
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```python
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import unreal_engine as ue
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from unreal_engine.classes import BlueprintGeneratedClass
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from unreal_engine import FVector, FRotator
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world = ue.get_editor_world()
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blueprint_actor = ue.load_object(BlueprintGeneratedClass, '/Game/TestBall.TestBall_C')
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actor000 = world.actor_spawn(blueprint_actor, FVector(0, 0, 0), FRotator(0, 0, 0))
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```
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Integration with PyQT
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---------------------
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