Ragdoll Character with multiple Skeletal Mesh Components

I am experiencing a problem with characters consisting of multiple Skeletal Mesh Components when ragdolling.

The set-up is that there is a Master Component for the body, and a Slave Component for armor/clothing around that body. When animating movement etc., it works fine, and the armor follows the body around correctly. However, when I start ragdolling (I tried SetSimulatePhysics on all mesh components, and also tried it only on master component, same issue in both cases), the armor and the body get kind of separated.

They don’t get separated entirely, in that affecting the body with physics impulses causes the armor to also react in strange ways (by bouncing around and floating in the air)… so there still appears to be some kind of connection between the parts, but it is not working as intended.

Where is the most likely issue? Should some additional C++ functions be called to make the master/slave setup work correctly when influenced by the physics engine? Or is it more likely that there is something wrong with the bone setup in one of both of the skeletal meshes? Or something else entirely?

I still did not find a way to resolve this issue so far

this still seems to be an issue in UE4.16