Just another Unreal Engine 4 game that needed fixing!
The good part is that I saw no sign of pillarboxing anywhere in the game in my brief testing, which was uncommon.
The bad but expected was the vert- scaling. I applied my past research, as well as calculations inspired by killer-m's work, however, it wasn't a copy-and-paste job, as the game relied on its own and unique relative offsets. The outcome is what you'd expect based on my recent works - per-scene FOV adjustment to fully match the vertical FOV of 16:9, making the solution different from the common approaches that only affect the gameplay FOV or overcompensate via the YFOV command.