Break Constraint Not Working on Skeletal Mesh with User Made Constraints

When UE4 Auto Generates Bodies and Constraints on a physics asset you get a hierarchy that looks like this (notice each constraint is listed once):
Generated.png
You can then break these constraints using the Break Constraint node:
constraint.png
But if you create your own constraints, the hierarchy ends up looking like this (notice each constraint is now doubled):
user.png
And it is now impossible to break these constraints using the Break Constraint node.

Why is this happening and how do I fix it? Is this a bug, or am I doing something wrong?

Can’t answer your question exactly, but I solved a similar issue by using a Physics Constraint component in the BP directly (and connecting it to the relevant bones), where you can have more and easier control than in the Physics asset.