Think i might be screwed on this one. While i can get the effect i need using a PostProcessVolume or CameraAnim, in-game I render all my first person weapons much larger than they appear and set them to SDPG_Foreground. This is to avoid clipping through the camera when aiming down sights.
So to apply the DOF i want correctly on the weapon, i have to extend it’s range so far that it blurs out the nearby world also.