MaterialBillboardComponent ony renders in one eye in VR

A work around that works…

  1. Create an actor blueprint derived from the StaticMeshActor
  2. Set the mobility for the static mesh component to moveable
  3. Add this to your blueprint in the event graph

Create a static mesh plane in whatever application that suits you but make sure that the plane is facing positive X and that the UV map is placed the same so it also face positive X. Set the plane as static mesh in your newly created billboard actor and voila.