Custom Render Depth Failing

I want my meshes to highlight when I mouse over them. It is a Point and Click game with Blueprinted mesh objects. The Post Process Volume is unbound and covering the entire room.

I’m attempting to adapt the [obsolete YouTube tutorial][1] by Tesla Dev.

To do this I have replaced the reference to M_Highlighted.uasset in the old Example Content to M_Orange_Shiny_Highlighted.uasset.

Also, as there is no longer a Misc tab in the details of Post Process Volume, I am assigning the material in Rendering Features/Post Process Materials/Array.

Nothing is happening. Can anyone help me get this going please?


Image of Post Process Volume Settings; \//

218715-ppv.png

Image of Nodes in Mesh Object Blueprint; \//

Hi.

Custom render depth works like a before in 4.18.1. I have it in project moved from 4.17 and other created in 4.18.

Reason why this is not visible is bad material. This orange shinny - I don’t know, maybe this is material used in Content Examples from Epic, so you should check here how to use it, but maybe this material just not working.

This is image where I use custom render for debug (normally without glow effect, but both simple outline and glow like a here works well in 4.18)

https://i.imgur.com/VtMoSxr.png

I use PP_Outliner_Inst in post process volume, you can find it over the web