Hi joel
The best I got working was creating a material function and a material parameter set, so I just had to add these two nodes to the materials. Then I just altered the glow strength to switch the highlighting on/off via BP.
But to be frank, I am sticking with the outline highlighting of the object as I didn’t like the highlighting of the full object after all. This is doable by using blendables in the global post processing volume and just requires turning on one setting of a mesh (custom depth pass).
Cheers,
Michael