Eevee Image plane with transparency and depth of field

Hi there,

I’m trying to incorporate some green screened footage into a scene (Doing it this way, so that the footage can be affected to a degree by shadows, lights etc) and I’m having an issue whereby the depth of field seems to be just calculated from the objects behind the plane:

Focal point is set to the image plane with “Test” on it

Result:

I’m trying to figure out how you’d make it work as you’d expect, and it does seem complicated (Although if I set the blend mode to Alpha clip, or Alpha hashed it works as I’d expect, although then you lose the soft blend at the edges) - is there a similar issue in Unreal/Unity?

Just answering my old thread here, as it cropped up in a search for something else - I found that transparency set to ‘alpha hashed’ on the test plane made it work as expected.