[4.7] GetSocketLocation not working properly with a Scaled Skeletal Mesh

i have two Hands as Skeletal Meshes (that i control with the Razer Hydra).
They are exactly the same, except that on the left one, the Z Scale is inverted (-1), they use the same mesh/skeleton, and the skeleton has a Socket, which is the centre of the hand, that is the position objects should end up when you grab them. i noticed that if i HandMesh->GetSocketLocation() of this Socket, the Scaled Left Hand returns a different value, well, that would be obvious because it returns the world position, but even by comparing the linear distance between the centre of the hand and it’s socket, it returns a slightly different result, and i’ve been running some tests, it returns the same linear distance if i turn back the Scale to +1 at Run-Time.