Inside Unreal: Creating Fluid Simulation in UE5

I have found an issue when using the Movie Render Queue to render a fluid simulation.

For example, if I use any value higher than one for the temporal sample count in the Anti Alising section in MRQ, then the simulation looks nothing like it does in the editor, if I do not use Anti Aliasing option in MRQ then it renders as expected, but of course, I want multiple temporal sample counts for my high quality render.

Is there a way to stop this from happening without turning off the anti alising override option.

Cloth does this too but setting the motion blur to 1 fixed this issue with cloth.

It seems to me that the simulation is not taking into account the sub steps that the samples is creating, and is treating each step as a full frame, so the simulation ends up way faster in my renders than it should.

Thanks