For my prerendered effects, I used Houdini's Pyro Simulator, which allowed me to source physically accurate temperature, flame fields, smoke density, and micro forces. I then rendered these effects out using Zibra VDB, software made for compressing Volumetric effects for playback in Unreal. The tool also includes a plugin for easy integration into Unreal
Houdini Pyro Setup
Zibra VDB in Unreal
For my real time effects I used Niagara and it's extension Niagara Fluids, a real time grid simulation tool that supports volumetric effects. After the initial setup this system opperates very similarly to Houdini Pyro, allowing users to source temperature and density and adjust various parameters around these values.
I use these to quickly look dev and create flipbooks using Niagara's built in Baker.