Hello Edregol, if I was you, I would keep simple as posible.
Your goal is to make your board always facing the camera right?
Ok so let’s do it 
First off, we will assume that your object start facing the camera at the beginning of the game (start with camera rotation (Yaw, Pitch, Roll).
Also, I will assume your object is always in camera view. (Your camera can always see your board).
Finally, I’ll suppose your object is at a relative position from the player or it’s in a menu ?
Just tell if I’m wrong with something.
Now that’s the tricky part, because it will depend ont the camera behavior you want ( Classical third person, shoulder camera, custom view etc…).
You also need to decide, if you want your board to always be at same distance from camera and/or player.
In my example, I will take a classical third person view the object follow the player at a relative position.
//Character Position
characterPosition = character->GetActorLocation();
//New object's rotation.
FRotator newRotation (CameraRotation.Pitch, CameraRotation.Yaw, 0.f)
//Construct a matrix rotation for calculate new object's position
FRotationMatrix cameraRotation(newRotation);
//realtivePosition is the board position relative to the player.
FVector finalPosition = characterPosition + cameraRotation.TransformPosition(relativePosition);
ObjectRotation = newRotation;
ObjectPosition = finalPosition;
Is that help you?
If not you can give more details about the behavior you want and I’ll adapt my example.
Also, if you have any questions/problems, I’m here.
gamer08