Material shader from edges of surfaces?


I’m completely new to unreal and I’m probably missing a lot of fundamentals. I do have a pretty good grasp on Unity, but Unreal is a different beast.

We’re working on a game in a cel-shaded style where we have an outline post processing shader. So far so good. However, I came up with a neat material shader that I would like to apply to the edges of certain characters that gives the impression that the inky outline is “dripping upwards”. Here’s what the material shader looks like:

Inky blob material

As it is a material shader, it needs to be applied to a mesh, but I want it to extend from a mesh with the base following the edges of the object but the movement always being “up” in the world context. How would I accomplish something like that? I would greatly appreciate any help at this point!