AddWorldTransform resets scale

Well, it’s not exactly a bug, but I just saw that USceneComponent::AddWorldTransform() resets the component scale to (1,1,1) instead of adding a scale as the method name suggests. Is there any reason for that? Rotation and location are added as one would think, but scale is just set to FVector(1,1,1). If there is any reason for it, maybe you could add an optional parameter so one can choose whether to ignore scale or not. But as it is the function doesn’t do what it’s name suggests.

I want also add that the documentation for the blueprint function AddWorldTransform targeting a scene component says “Scale is unchanged.”