Yes no problem π
The Procedure is quite simple actually.
To use Multiple Spine Skeleton on same actor you have to do some simple setup first.
This is the todo list:
1. Create the Base BP Class for spine skeletons:
You have to create a BP Actor Class and inside add the necessary spine Component (SpineSkeletonRender and SpineSkeletonAnimation)
This will be the BaseClass inehrited by all Charater Skeletons you need.
2. Create Skeleton Actor
After you have the base class you can create all Skeleton You need for your characters.
To do this click on new BaseClass you created and Create Child Blueprint of it.
Inside that actor you can set the parameter of your spine skeleton data like image below
(We set the data inside the Begin Play and not in the editor param because there is a bug on ue4 runtime that generate thousands of files inside Editor Cache : https://waffle.io/EsotericSoftware/spine/cards/5a1f0fdd539e9f01bfeeaf0b)
Inside that class you can add other custom component like Bone Driver or Bone follower to customize that specific skeleton.
3. Attach Skeleton to Pawn Actor
The last step is to attach the created skeleton/skeletons on the Player Pawn.
To do this you have to open your Pawn Class and add Child Actor Component to It(1), select the new component created (2) and set Child Actor Class with Skeleton created before (3)
After this you can call your Child actor component inside BP get child actor class and cast to BaseSkeletonClass or to Specif Skeleton Class if you need access to custom function on it. (Store casted actor inside a Var to limit cast operation performance cost)
That's all!
if you need more help feel free to ask here π
Setting for C++ is quite similar but we use BP for fast iteration.
I hope this will help you and everyone who need π