Relative Location returning World Location

Yeah, so, in the Online BP, the manual attachement is enabled, but it’s not on the actual BP. I tried to set it manually and then do an attachtocomponent specifying that I wanted them relative to X component, and forgot to untick it when pasting.

Tried the Set Absolute, did not change anything, the wheelsArray is still returning world location when taking the relativeLocation node… What is even weirder is that the array called Roll&SuspArray (after the AddPhysicsConstraintComponent) is returning the correct, relative location. Wich is literraly using the same transform as the AddStaticMesh.

Edit: adding more weird to the weird. When doing a DrawDebugString with, as location, the relativeLocation node of my WheelsArray (with a foreachloop), the debug string are drawn at the correct place.

And here is a vid showing what I mean :
Top left, simple Print string with the RelativeLocation of the wheels array. On the wheels, drawdebugstring with the relative location as text location