I’m currently working on an explosion shot using VDBs imported from Houdini into Unreal Engine 5. I’m encountering a persistent rendering artifact where the volume (smoke/fire) appears to render on top of or clip through the opaque building geometry, even when the volume should be physically behind or inside the wall.
It looks like a Translucency Sorting or Depth Testing failure. The volume doesn’t seem to be occluded correctly by the static mesh.

