hmm… I think the dot product of the camera vector and the vertex normal may get you started, but it’ll not work with all meshes. If you have bevels in your mesh they’ll be uhm “glowing” too. See attachment for rough example, but you’ll probably want to lerp between black and the desired glow color and attach that to the emissive color input. You might also want to mess around with some exponential functions to control how wide the glow is. I’m also new to Unreal, so I dunno, there may be a better way to do this - or some built in way to do it.