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This appears to hold true at least for a trivial scene of a stack of boxes and ragdolls. Constraints and contacts all appear correct through shifts.

void btDbvtNode::offset(const btVector3& ofs)
{
    volume.offset(ofs);
    if (isinternal())
    {
        childs[0]->offset(ofs);
        childs[1]->offset(ofs);
    }
    else
    {
        if (auto prox = (btDbvtProxy*)data)
        {
            if (auto obj = ((btCollisionObject*)prox->m_clientObject))
            {
                if (obj->getInternalType() == btCollisionObject::CO_SOFT_BODY)
                {
                    auto softBody = ((btSoftBody*)obj);
                    auto transform = softBody->getWorldTransform();
   …

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Answer selected by JSandusky
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