Depth of Field issue, huge bokeh on near objects

Hey everyone. At our content creating studio we are currently setting up to do some of the work we previously did in unbiased render engines in UE as its awesome! While testing out a scene with extreme depth of field settings we’ve run into an issue. I understand Unreal renders dof as a post effect using scene depth and that that has it’s limitations, but I still cant fully explain the huge bokeh in the near objects.

dof2

I’ve used an emissive material because it becomes very obvious but this happens with any type of material and shading model, 5.0 and 4.27, using cine camera.
I’ve think I’ve seen renders out of unreal where this doesnt happen so I’m wondering whether there is any control over the scene depth/ order of the blurring process that we are missing.