Hi Scott, 2 things come to mind
1) If you created the mesh youself, did you add a collider to it? Otherwise the function that finds the closest point on collision won't have any data to match from. You can check for collision in the Unreal mesh editor.
2) When using the AkVolumetricStaticMeshEmitter, one limitation that I ran in to was that collision wouldn't work properly for certain types of 3d meshes if they weren't scaled uniformly (1;1;1). I don't know why that is. It works best with simple shapes as cylinders, cubes and spheres (the meshes that are part of the engine content).