The transformations due to the skeleton are not available to the edge renderer because they are applied directly in shader code, not on the CPU. Even if they were, it would be too time consuming to regenerate the edges each frame (I tried in your PG and my framerate dropped to 30fps).
You should try a shader-based solution to display the edges. Or the screen space curvature post process could help you:
I don’t think there’s no options that I looked for,
is there a way to adjust the thickness of the line that is created using ScreenSpaceCurvaturePostProcess?