# \[Oculus Quest\] Debug Lines and Billboards Glitch With MultiView

**URL:** <https://forums.unrealengine.com/t/oculus-quest-debug-lines-and-billboards-glitch-with-multiview/469745>\
**Category:** Rendering\
**Tags:** stereo-rendering, oculus-quest, unreal-engine, Rendering, question\
**Created:** [August 14, 2020, 8:31am UTC](https://forums.unrealengine.com/t/oculus-quest-debug-lines-and-billboards-glitch-with-multiview/469745 "2020-08-14T08:31:47Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![anonymous\_user\_1df051db](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1df051db](https://forums.unrealengine.com/u/anonymous_user_1df051db)\
**Post date:** [August 14, 2020, 8:31am UTC](https://forums.unrealengine.com/t/oculus-quest-debug-lines-and-billboards-glitch-with-multiview/469745/1 "2020-08-14T08:31:47Z")

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Respected,

We have an issue where our UBillboardComponents and some debug rays and cubes render twice on the Quest. I tracked down the problem to something related with MobileMultiview, but I don’t quite understand why this would cause a glitch. I’ve found [this](https://answers.unrealengine.com/questions/937078/view.html) seemingly-related question, but other than saying “Debug rays don’t work with multiview”, it doesn’t help all that much.

Would you have any insight as to why debug rays and items don’t work with multiview?
