PhAT colliders flip incorrectly when actor is mirrored

I have a PhAT asset for our robot character’s right arm. When I mirror the actor over the Y axis, all the colliders in the phat get flipped over the bone’s origin. I’ve spoken with some people on the subject and it seems like this is incorrect behavior. So I came here to ask, is this a bug or am I just doing something wrong?

Also just confirmed this same behavior happens regardless of the axis that is flipped.

So I’ve just read that this is a “Won’t Fix” bug. This means I have to duplicate the skeletal mesh, the animation blueprint, and all the animations. Making a change on any of them will result in the whole thing needing to be duplicated again. This is just another timesink in an engine that is full of ridiculous timesinks. Kind of annoyed over this but it seems there’s nothing else I can do for now.

This thread suggests that there is another feature that might solve this, but not sure how far off that is.