Get Relative Location return Absolute Location

I’m having a blueprint class with 2 static meshes with a physics constraint between them.
I would like to know the relative location of one of those meshes within the blueprint, however I’m pretty much 100% sure the get relative location is returning the absolute location in world.
Is this because of the physics constraint? How can I get the relative location correctly?
I even tried adding another scene node in the blueprint and put the meshes and contraint under that but I still ge the absolute location…

Update: This bug only appears for the mesh that has physics turned on. The mesh without physics simulation is returning the correct relative location…

ECHO!.. ECHO… Echo… echo…
BUG REPORT! … BUG REPORT… Bug Report… bug report…

What is the hell is the use of the answerhub if I provide a clear bug report, and I receive no attention or answer?

When physics constraint is turned on, the object is no longer relative.
Instead, you can get the rotation by using the ‘get current swing’ function from your physics constraint.