The Unreal Engine runtime for Spine does support Blueprint control, allowing you to use visual scripting to manage animations. However, there are some limitations. For example, interacting with slots inside Unreal is not possible via Blueprints and requires dropping down into C++ and using the spine-cpp API. Additionally, some users have reported issues that may require specific Blueprint setups or additional troubleshooting.
For starting an animation on the "Begin play" event, you can use Blueprints, but it would be helpful to see an example of your current Blueprint setup to provide more specific guidance. The spine-ue4 runtime documentation provides an overview and some guidance on using Blueprints, but detailed video tutorials are still in progress.
For more information, you can refer to the spine-ue4 Runtime Documentation.