Dynamic DOF In Blueprint and Postprocessing Volumes Conflict

Hi there, I have set up a simple dynamic DOF using the character blueprint following this tutorial: Unreal Engine 4 Tutorial - Auto Focusing Depth of Field - YouTube

It works wonderfully, however, I have a post processing volume for when I go underwater and it modifies the DOF to make things blurry. How would I set this up to prioritize the post processing volume over the blueprint, or is there a better way to change how underwater looks?