Hi,
You can use custom depth rendering to create outline effect as a post process.
First you need to create a post process material that will compare backbuffer depth and custom depth. If difference is greater than a given threshold, then you should draw outline.
A sample material can be found here: https://dl.dropboxusercontent/u/896861/dev/PP_Outliner_M.rar
Just add it to blendables list in postprocess volume in your level.
Now you can toggle outline in editor by checking “Render Custom Depth” option in actor properties.
Unfortunately toggling outline in-game, requires a bit of coding in c++.
Basically you need to use this for each primitive component in actor:
comp->bRenderCustomDepth = true;
comp->MarkRenderStateDirty();
Cheers!
ps. The material is just for test and doesn’t always work as good as the one available in Editor.