Detatch Actor Component

I think I’m really close to getting this to work properly… The mesh appears to successfully detach, but does NOT get attached to the newly spawned actor. Any help would be greatly appreciated.

AActor *character = GetOwner();

TArray<USkeletalMeshComponent*> children;

character->GetComponents<USkeletalMeshComponent>(children);

children[0]->DetachFromParent(true);

AActor* Ragdoll = GetWorld()->SpawnActor<AActor>(character->GetActorLocation(), FRotator::ZeroRotator);

children[0]->AttachToComponent(Ragdoll->GetRootComponent(), FAttachmentTransformRules::KeepWorldTransform);

Ragdoll ->GetMesh()->SetSimulatePhysics(true);

character->Destroy();