SetConstrainedComponents Applies Unwanted Offset for Bones

In 4.6, if you use SetConstrainedComponents to attach 2 UPrimitiveComponent’s to each other, where 1 has a bone defined:
ballSocket->SetConstrainedComponents(primitive1, boneName, primitive2, NAME_None);

The primitives will be attached but the point of attachment will be offset by the distance from the constraint location to the bone location. So for instance if the bone origin is at 0,0,0 and the joint location is -10,0,0, after calling SetConstrainedComponents, the point of attachment becomes -20,0,0.