No need to apologize for your English, thank you for the video and the description!
Regarding using instantiation at cursor-click:
In general it is not considered good practice in Unity (or also in general) to instantiate and destroy objects frequently, when they can be reused. For such frequent use cases as the cursor click animation shown above, it would be much more advisable to have a pool of objects that are reused, otherwise you create a lot of unnecessary overhead, such as skeleton loading time and garbage collection.
Regarding the actual question:
Have you tried adding the line
skeletonAnimation.Update(0);
after your Instantiate
code as I have described in the previous post?
e.g. like this:
GameObject clickEffectPre = Resources.Load<GameObject>("Prefabs/ClickEffect");
GameObject clickEffectGo = Instantiate(clickEffectPre, transform);
var skeletonGraphic = clickEffectGo.GetComponent<SkeletonGraphic>();
skeletonGraphic.Update(0); // add this line here before your existing LateUpdate() call
skeletonGraphic.LateUpdate();