To get all the skin names from a skeleton in Spine, you need to access the SkeletonData
which contains all the skins. In a C++ context, you can iterate over the SkeletonData.Skins
to retrieve each skin's name. However, in a Blueprint context, you might need to ensure that the runtime or wrapper you are using exposes this functionality. If the Blueprint does not directly support this, you may need to implement a custom C++ function to expose the skin names to Blueprints.
ExposedList<Skin> skins = skeletonData.Skins;
for (Skin s : skins) {
FString skinName = s.Name;
// Do something with skinName
}
If you are using a specific runtime like spine-ue4, ensure that the runtime provides access to the SkeletonData
or a similar structure that holds all skins. If not, you might need to modify the runtime or use C++ to access this data.