It’s still the same in 4.8. I managed to get a decent fake mirror though by using blueprints. There were a couple things I didn’t like about other implementations that I changed. I noticed from real life observation that proximity to a mirror changes how much of an environment you can see reflected in it. To fake this I control the Field of View of the 2D scene capture camera based on the chars proximity to the mirror. The trick here is that you have to provide a range over which the FOV values will change. I am still playing with the FOV values but found that in my case when the player is more than 200 units from the mirror the field of view tends to flatten and values around 50 seem to work well. When close to the mirror I use a value of 90. Its all a fake and doesn’t look perfect, but I do think its an improvement.
I also noticed that the reflection in a mirror doesn’t change dramatically if you rotate your head (Yaw). Many Other implementations I found on the forums used the player camera rotation to control the rotation of the 2D scene capture, resulting in a reflection that is constantly rotating. Instead of using the camera rotation to drive the rotation of the 2D scene capture I used the “look at rotation” node. I get the player location and camera location and derive the view angle from this. This way the reflection only changes when the player moves and not just moves their head.