Depth Test in Projection Matrix

I have modified the Projection Matrix with that D3DXMatrixPerspectiveOffCenterLH function (D3dx9math.h) - Win32 apps | Microsoft Learn (asymmetrical frustum left handed). The problem is that is being rendered with the depth test in reverse order. I use the ZNear and ZFar in positive values, could be the problem? Or Unreal use a reverse depth test? If that’s the case, how could I fix it?

Thanks in advance!