Any way to ensure Mutable Skeletal mesh components don't get offset?

I’m trying to use Mutable for being able to switch between character skins. I found that if I add objects as different skeletal mesh components I can assign different animBP’s which allows for inheriting poses from parent animBP’s and applying procedural solves and physics for dangly bits.
However I am now noticing the skeletal mesh components have a slight offset when animations are playing, their bones are matching 1:1, in my DCC the different components are lining up perfectly (it’s the same skeleton and rig, just exporting the meshes separately to apply physics and allow for adding different bones to pieces so the player skeleton doesn’t explode with a bagillion bones).
If I merge all the mesh sections to one skeletal mesh component, the offset goes away but so does the ability to assign individual ABP’s to each section. If I remove the individual ABP’s the offset is still applied (even happens in the editor)