To start with I will do my best to explain how the crosshatching Post Processing Shader works. On the far left of this blueprint it takes in input data, like what angle light is coming from. What is the most interesting however is the red square, which turns everything black and white, takes in the light levels in the scene, and then separates them into four different levels: Most shadows, some shadows, dark shadows, and darkest shadows
These four light-levels are then fed into each of the respective squid-like collections of nodes, alongside other variables. Each of these collections do essentially the same thing, draw lines across the screen in different directions. They do this via the big blue node, which is a Material Function.
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This is a different Post Processing shader, meant to give an outline around objects in the scene. This shader uses a particular aspect of Unreals rendering system to achieve its effect, that being the render depth. It takes the part of the rendering process that marks the outline of an object, the custom depth, and shifts it to form an outline around an object.
More specifically, if an object has a high enough angle of incidence relative to the camera (like the visible edge of the object), it forms an outline around the object.
One interesting thing of note is a weird interaction between this shader and the crosshatch shader. This shader started to register the lines from the crosshatching shader as outlines of objects, which made for an interesting if unwanted interaction. Made it nearly impossible to see. I managed to get the two to play nice with each other once I figured out that I needed to increase the angle substantially to prevent them from interacting.



The Material function looks like this.
On top of the previously mentioned straight lines, it adds some distortions to said lines, overall giving them a more "hand-drawn" look. It also inputs the resolution used in the scene proper, in this case being 1080p.
After this function is used in the main blueprint, the four squids outputs are combined with each other. Each light level are then visible via a different set of lines. Then a paper texture is added, to make everything look like it's drawn on paper.