LOD in Editor vs VR, different behavior

Hello,

Situation:
Mesh Actors in the scene are assigned a custom LOD group with two LODs (LOD0: 100% and LOD1: 30% triangles).
Auto compute LOD distances is enabled.
In the editor, the meshes behave as intended: further away the lower-poly LOD1 is displayed, as I navigate closer to the actor the mesh switches to the full-detail LOD0.

However, when I preview the scene in VR the meshes behave different: When I move to a position similar to the one that gave me the lower-poly LOD1 for the mesh (i.e. same view in VR as I had in the editor) the mesh is also on LOD1, so far so good, but when I move closer to the mesh as I did in the editor the mesh does not change over to LOD0. Even when I move into the mesh so that it pretty much fills up the complete field of view the LOD stays on LOD1.
This particular mesh does switch to LOD0 when I turn away from the mesh in VR and only a tiny part of it remains visible from the hmd. In other words, I face it fully from close-by, then start turning away from it, and eventually I see it switching to LOD0, but at that point only a tiny part of it is visible in the hmd.

Why do LODs behave different in VR preview then in editor view?
What do I need to do in order for them to work in VR as they do in editor view?