VDB Heterogeneous Volume Sorting/Occlusion Issues with Opaque Geometry

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.

How are you rendering it? Lumen, PT? Is there anything unique about the material? Do you have any more visualization viewmodes you could share?