When setting my skeletal mesh to ragdoll, it would become detached from its capsule component. To remedy this, I used a “Reset Relative Transform” function in the actor’s BP on the skeletal mesh; however, this would always transport the mesh to the same world location irrespective of the location of the capsule when the function was fired.
I was able to fix this by getting the world transform of the capsule, then offsetting this transform by the default relative transform of the mesh in the component list, and using that value to set World Transform of the mesh. Which it seems is what Set Relative Transform SHOULD do to start with, but it performs incorrect math.
tl;dr if I get the world transform of the capsule component, combine it with some transform [X], and use Set World Transform on a child component of the capsule, that should produce the same results as simply using Set Relative Transform on that child component with [X], but it doesn’t do this. Instead setting Relative Transform SEEMS to be setting the WORLD transform of the component to the value supplied by the relative transform.