Break Constraint Mesh Returns to Origin

Hey, I have this mechanic where I have a skeletal mesh and the constraints are broken for “dismemberment” which works perfectly fine, however each time I run it successively, the previously dismembered parts return to the origin. Any ideas?

Update after some discoveries.

Basically we figured out that the limbs are simulating correctly when you break their constraints however only the first limb broken visually shows the correct position, all others are stuck inside the body until the torso / spine_03 bone is broken