Character Mesh Randomly Highlighted when Using Custom Depth Post Process Rendering For Outline Objects

Here’s A picture of how i’m using the common way of using a global PostProcessVolume in my world to make post process materials that create occlusion outlines for specified actors:

Here’s my character BP, and the tick box that SHOULD be ticked if you want that actor to be masked out by the material in the global post process volume:

Here’s the material im using to actually create the masks/outline effect around specified meshes:
(although this doesn’t matter, cause every material i use has the same issue)