Sorry to bump this thread from May, but just to echo some of the questions asked in this thread as I couldn’t find a conclusive answer -
Q1) As you’ve all noted, for item highlighting the Content Examples project uses a hidden duplicate mesh with a redundant emmissive material and toggles mesh visibility for highlighting items. Is there a reason not to favor a parametric material whose emmissive nature can be controlled via blueprints instead? Is there a performance benefit to using the sample project’s approach?
Q2) Is outlining of objects typically done in a post processing volume or the material/shader itself? The example project uses a post processing volume but because of how it works the mesh outline is rendered on top of all other actors on the screen so while it’s perfect for a first person game, it overlaps the character model in a third person setup (for the latter I realize I’ll probably need to investigate the post process material to see why that is the case)