Vehicle clips through corners in level geometry

My game involves flying an aircraft. Unfortunately I discovered that I can consistently clip the aircraft through level geometry by wedging the nose into a right-angle (or close to it) corner just so and hitting the boost. The boost is fairly strong but this is starting from zero velocity at the point of contact and is with CCD enabled. I’m using async physics substepping with a substep of .01666. The geometry was created with UE modelling tools, is seamless and is using complex collision. The aircraft collision could be described as wedge shaped.

While I might be able to create a workaround involving something like checking for collision at the nose and not letting the player use the boost in that case, such solutions can get messy and potentially lead to unexpected results.

I’m not really sure what else I might be able to do about this. Removing all such hard corners from the level geometry would be a pretty ridiculous proposition. I would be glad to receive any suggestions. Thanks in advance!