I am typing on my phone so no access to UE4 but this is pretty simple, unless I am reading this incorrectly. Take a vertex position node, multiply it with the vertex normal * 0.01, do the matrix multiplication and plug that into world position offset.
If anyone who is more savvy with CG shader language can weigh in, even better.
That line doesn’t need to be reproduced, its just passing the vertices from model space to projection space, which is already done internally in the UE4 materials.
Thanks for you kind reply, im having troubles getting this effect work on unreal, finding how to make it work will make it more mobile friendly since post process effect outline is costly.