I ended up finding a sort of solution to this. Basically whatever render you’re doing, render out a z depth pass too and then you’ll have to do your DOF in post like in Nuke. So the order of operation is do whatever grading you need to do with your cryptomattes, then z-defocus it afterwards. Not an ideal fix but worked for me sort of. Really wish unreal would make cryptomattes more versatile. Honestly they need to just add a full AOV section in a future update.