Hi, I'm migrating from Spine 4.1 (42635d2a8f) to Spine 4.3 (b817346a57). I've tried running the migration steps twice, including the split component steps. I'm fairly confident I'm encountering a bug, but hopefully I've missed something.
Primary question: does a SkeletonMecanim + SkeletonRenderer require a valid 4.3 assigned SkeletonDataAsset for the migration to succeed?
After migration, opening my prefab results in a null reference in Unity Editor:
NullReferenceException: Object reference not set to an instance of an object
Spine.Unity.SkeletonMecanim+MecanimTranslator.GatherAnimatorState () (at ./Packages/com.esotericsoftware.spine.spine-unity@b817346a57/Runtime/spine-unity/Components/SkeletonMecanim.cs:367)
Spine.Unity.SkeletonMecanim.MainThreadBeforeUpdateInternal () (at ./Packages/com.esotericsoftware.spine.spine-unity@b817346a57/Runtime/spine-unity/Components/SkeletonMecanim.cs:91)
Spine.Unity.SkeletonAnimationBase.Update (System.Single deltaTime) (at ./Packages/com.esotericsoftware.spine.spine-unity@b817346a57/Runtime/spine-unity/Components/Base/SkeletonAnimationBase.cs:511)
Spine.Unity.SkeletonAnimationBase.Update () (at ./Packages/com.esotericsoftware.spine.spine-unity@b817346a57/Runtime/spine-unity/Components/Base/SkeletonAnimationBase.cs:393)
I've made sure to save the prefab with both components added, and I've tried restarting the editor as well.
Best I can tell, this appears to stem from having no SkeletonDataAsset assigned to the SkeletonRenderer during the migration. SkeletonMecanim.UpgradeTo43() seems to implicitly require it for the translator creation. But possibly I've gone down the wrong track here.
Further detail on my end: this prefab's SkeletonDataAsset is assigned at runtime. The following code was use with Spine 4.1 to achieve this:
skeletonMecanim.skeletonDataAsset = def.spineSkeleton;
skeletonMecanim.Initialize(overwrite: true);
Screenshot of how I have the prefab configured:

Any guidance would be appreciated, thanks!