Time Dilation Slow motion makes constraints easier to break

I’m using physics constrain components on my blueprint to control movement of my character physically. I have linear breakable set to a high value for each joint. They break under appropriate strength or impact force when I run at normal speed, but once I set the global time dilation to 0.25 in the level blueprint, my characters joints become toothpicks, breaking under almost any level of force.

I am controlling each joint using set angular drive params, and set angular drive. The spring amount doesn’t change between slow motion and standard motion, yet in slow motion the equal amount of force breaks joints very easily.

This seems to be exacerbated by having the spawnpoint rotated 180 degrees, with all components locked axis on Y. I reduced this difference in breakage by flipping all joint angles and rotating the spawnpoint back to 0,0,0. The difference in amount of force required to break a joint is still pretty significantly different in full speed versus slow motion.