To get the TrackEntry for the currently playing animation using USpineSkeletonRendererComponent or USpineSkeletonAnimationComponent in blueprints, you can use the GetCurrent function of the AnimationState to query the TrackEntry at a given track index. Here is how you can do it:
- Open the Blueprint where you have your
USpineSkeletonRendererComponent or USpineSkeletonAnimationComponent.
- Select the Skeleton Animation Component on your actor.
- Drag off the Skeleton Animation Component and search for the
Get Animation State node.
- Drag off the Animation State and search for the
Get Current node.
- Specify the Track Index for which you want to get the
TrackEntry.
- Use the TrackEntry to get the currently playing animation.
Here is a step-by-step visual guide:
Open the Blueprint:

Select the Skeleton Animation Component:

Drag off the Skeleton Animation Component and search for Get Animation State.
Drag off the Animation State and search for Get Current.
Specify the Track Index:
UTrackEntry* entry = animationComponent->GetAnimationState()->GetCurrent(trackIndex);
Use the TrackEntry to get the currently playing animation:
if (entry != nullptr) {
FString animationName = entry->Animation->Name;
// Do something with the animation name
}
This approach allows you to access the TrackEntry and query the currently playing animation in blueprints.