(UE 5.5) Using python or a blueprint, is there a way to see if a joint name exists in a skeleton?

Given a skeleton, I have been trying to see if it has a “neck_01” joint for example. There doesn’t seem to a way as far as I can see.

In python, I got so far as getting the bone tree nodes, but I don’t know how to progress into each BoneNode to get its name.

This brings up another related question. Is there a way to know all of the options usable for get_editor_property()? I’ve run into this before and got stuck here as well.

SKEL = '/Game/Skeleton/SK_Base_Biped_01.SK_Biped_01'

skeletal_mesh_asset = unreal.EditorAssetLibrary.load_asset(SKEL)
bone_tree = skeletal_mesh_asset.get_editor_property("bone_tree")
for x in bone_tree:
    print(x)

Result is a bunch of LogPython: <Struct 'BoneNode' (0x0000049B81B8FD80) {}>.