I'd been working in this little guy for a while for my company, this is a technique I can consider my own invention, the outlines are working in world space which makes them behave like a real texture instead of a conventional screen space technique.
They are colored thanks to the implementation of a new GBuffer inside UE, thus allowing me to control them from material instances instead of only the post process, also regarding to that, it is not a post process, it is a screen pass that gets draw before atmosphere, right after the light pass, it mean that it will respect every UE's feature, like their new sky fog, etc.