Making Ragdoll Simulation Not Mess Up Physics of Overall Assembly

Hey! I’m currently working on a system in which a player sits in a mechanical constraint based vehicle, after which their avatar is ragdolled via BallInSocketConstraints.

However, whenever I enable this ragdoll, the forces affecting the ragdoll char affect the rest of the assembly the character is welded to (I do this to make them sit), effectively breaking the entire vehicle and making the game unplayable.

Is there anyway to make it so the physics of the character doesn’t affect the rest of the assembly (the parts are already Massless)?