Calling SkeletalMeshComponent SetRefPoseOverride on identical instance of a skeletal mesh produces stretched and incorrect bind pose on target

So on OnSkeletonFinalized of a character I am trying to pass the current pose to another ghosted actor derived from the same skeletal mesh. I have confirmed that the two skeletons are identical by dumping the bone names and parent names and bone orders. The target actor does not have any animations itself or an animation blueprint.

I pass along the SkeletalMeshComponent->BoneSpaceTransforms to override the ref pose of the ghosted actor’s mesh.
Looking at the SetRefPoseOverride function, it appears I am doing the right thing by passing bone space transforms, yet the result is not an identical pose but a stretched out and wrong angled pose. Many other body parts appear correct, like hands, fingers and some other parts.

What am I doing wrong?
Thanks.

Have you found out a solution?