Mapping SkeletalMesh to ControlRig breaks Face-Body connection in MetaHumans

Playing around with metahumans in C++ only, after creating a control rig component for the face, the connection between face-body(torso, feet, legs) is broken. By broken, I mean that a transform on the metahuman affects all but the face.

A minimal example can be found here in the MySceneComponent files.

The culprit function is AddMappedCompleteSkeletalMesh(SomeSkeletalMesh). At first I thought the mapping was just via references or something similar but it seems not. Does anybody know what could I be missing?

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