VR - Translucent material with inner triangle culling?

I’m trying to create a translucent material in Unreal Engine for VR that culls inner triangles. However, stereoscopic rendering introduces issues, like mismatched culling between eyes.

When I compare pixel depth with custom depth (a standard approach), it seems that depth information from both eyes is being processed in each eye. This causes polygons to disappear incorrectly. For example, when applying the shader to two hands, the polygons of one hand are culled incorrectly by the depth data of the other hand when positioned in a certain way. It appears that both eyes’ depth data are being shared inappropriately. This only happens in VR, it works fine when I am not previewing in VR. I am not sure how to cull the inner polygons in VR, any help or ideas would be appreciated.