I'm having this issue on Quest 1 (armv7) with 4.25.1 Unreal repo (not Oculus fork). https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1755531-unreal-engine-4-25-... This post in the Unreal forums has a workaround that worked for me.
My understanding of the issue is that the poster seems to think it has to do with the transform getting updated again
late in the rendering which is marking any visual components parented
to the Camera or the MotionController as dirty and in need of a
reflection capture. The ensure() in ComputeRelevance() assumes that they
should not need a reflection capture at this point and throws this crash.
The crash is related to RenderTarget binding in this function.
void FDebugCanvasDrawer::DrawRenderThread(FRHICommandListImmediate& RHICmdList, const void* InWindowBackBuffer)