# \[MAJOR\] Scene Graph - Parameterized materials no longer updating via code when parent entities do not have a \`transform\_component\`

**URL:** <https://forums.unrealengine.com/t/major-scene-graph-parameterized-materials-no-longer-updating-via-code-when-parent-entities-do-not-have-a-transform-component/2495240>\
**Category:** Issues and Bug Reporting\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, fixed, fortnite\
**Created:** [May 7, 2025, 10:40am UTC](https://forums.unrealengine.com/t/major-scene-graph-parameterized-materials-no-longer-updating-via-code-when-parent-entities-do-not-have-a-transform-component/2495240 "2025-05-07T10:40:29Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Velocity\_Zero](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/velocity_zero/32/1036910_2.png) [@Velocity\_Zero](https://forums.unrealengine.com/u/Velocity_Zero)\
**Post date:** [May 7, 2025, 10:40am UTC](https://forums.unrealengine.com/t/major-scene-graph-parameterized-materials-no-longer-updating-via-code-when-parent-entities-do-not-have-a-transform-component/2495240/1 "2025-05-07T10:40:29Z")

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### Summary

This is a very strange issue and I recently noticed it in main project after playtesing with the v35.00 patch. In short, when there’s a parameterized material on a mesh component and that entity is nested on entities that don’t have a `transform_component`, setting the material parameter will not propagate to the referenced material as there will be no visual change in-game.

### Please select what you are reporting on:

Unreal Editor for Fortnite

### What Type of Bug are you experiencing?

Stability

### Steps to Reproduce

Use `vz_anomaly_5` project (see code below).

Follow the video:

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/a/4/8a4ad4a02f1b68100cbab5e5a67f8ceac07314f1.jpeg "UEFN Anomaly - Scene Graph - Material parameter no longer update due to parent entity configuration") ](https://www.youtube.com/watch?v=986T2YYywf4)

- the project has many nested entities as it also used to showcase another issue: [[MAJOR] Scene Graph - Editor closes without any crash logs when setting an editable entity](https://forums.unrealengine.com/t/major-scene-graph-editor-closes-without-any-crash-logs-when-setting-an-editable-entity/2495218)
- we can delete unneeded entities to narrow the issue
- when the `root` entity (parent of `target_box_entity_2` has no `transform_component` material parameter updates will break and not propagate properly

Code used:

```verse
using { /Verse.org/SceneGraph }
using { /Verse.org/Simulation }
using { /Fortnite.com/Devices }

vz_test_material_parameter_component := class<final_super>(component) {
  @editable
  ETrigger: trigger_device

  @editable
  ETarget: entity

  OnSimulate<override>()<suspends>: void = {
    Agent := ETrigger.TriggeredEvent.Await()

    GAgent := if (UAgent := Agent?) {
      UAgent
    } else {
      Print("no agent found")
      return
    }

    var Value: float = 1.0

    if (Box := ETarget.GetComponent[sm_box]) {
      Print(ToDiagnostic(Box))

      Material := m_parameterized {
        Value := Value
      }
      set Box.Material = Material
    } else {
      Print("setup failed")
      return
    }

    Print("waiting for update")

    loop {
      ETrigger.TriggeredEvent.Await()

      if:
        Box := ETarget.GetComponent[sm_box]
        Material := m_parameterized[Box.Material]
      then {
        Print(ToDiagnostic(Box))
        Print(ToDiagnostic(Material))

        set Value = Value + 1.0
        set Material.Value = Value

        Print("material should show {Value} now")
      }
    }
  }
}

```

### Expected Result

Material updates should propagate properly regardless of what and how the parent entities are structured.

### Observed Result

Material parameter updates via code are no longer propagating when parent entities have no `transform_component` (not tested if it’s just “any component”, only tested with adding removing `transform_component` as I usually delete it for logic only entities).

### Platform(s)

PC / UEFN

### Island Code

2416-0286-0747

---

<div class="post-metadata">

**Author:** ![Jon.Cain](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jon.cain/32/705238_2.png) [@Jon.Cain](https://forums.unrealengine.com/u/Jon.Cain)\
**Post date:** [September 16, 2025, 2:48pm UTC](https://forums.unrealengine.com/t/major-scene-graph-parameterized-materials-no-longer-updating-via-code-when-parent-entities-do-not-have-a-transform-component/2495240/6 "2025-09-16T14:48:57Z")

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Hi,

Thank you for reporting this problem. We’ve investigated and found the root cause of the issue, it’s related to a subtle dependency for replication in the transform\_component+entity heirarchy, so the Verse commands are executing they’re just not reaching the client/draw data doesnt change (this would happen with any component realistically).

We unfortunately don’t have a quick fix, but we are ironing out a permanent fix for the next Fortnite update. However as a workaround in the meantime, please add a replication\_component to your empty base entity, that should resolve the issue until we have a more robust solution.

Thanks,  
Jon

---

<div class="post-metadata">

**Author:** ![Velocity\_Zero](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/velocity_zero/32/1036910_2.png) [@Velocity\_Zero](https://forums.unrealengine.com/u/Velocity_Zero)\
**Post date:** [September 16, 2025, 5:15pm UTC](https://forums.unrealengine.com/t/major-scene-graph-parameterized-materials-no-longer-updating-via-code-when-parent-entities-do-not-have-a-transform-component/2495240/7 "2025-09-16T17:15:35Z")

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> [@Jon.Cain](#):
>
> However as a workaround in the meantime, please add a replication\_component to your empty base entity, that should resolve the issue until we have a more robust solution.

```auto
replication_component<native><epic_internal> := class<final_super>(component)
                             ^ ~~~~~~~~~~~~~~

```

Cough cough 😆

The workaround for now is to anchor those components to level root.

I have another issue with some prefabs, which is potentially related, but I had no time to isolate it yet. Mesh components would not appear when parented onto a pre-placed prefab at runtime, the workaround was to move them to the sim entity until it’s fixed.

---

<div class="post-metadata">

**Author:** ![Sprintermax](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sprintermax/32/1037175_2.png) [@Sprintermax](https://forums.unrealengine.com/u/Sprintermax)\
**Post date:** [September 16, 2025, 8:50pm UTC](https://forums.unrealengine.com/t/major-scene-graph-parameterized-materials-no-longer-updating-via-code-when-parent-entities-do-not-have-a-transform-component/2495240/8 "2025-09-16T20:50:04Z")

</div>

(Ooof haha)

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<div class="post-metadata">

**Author:** ![Bug-Reporter](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bug-reporter/32/997076_2.png) [@Bug-Reporter](https://forums.unrealengine.com/u/Bug-Reporter)\
**Post date:** [October 21, 2025, 10:01pm UTC](https://forums.unrealengine.com/t/major-scene-graph-parameterized-materials-no-longer-updating-via-code-when-parent-entities-do-not-have-a-transform-component/2495240/10 "2025-10-21T22:01:53Z")

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FORT-902650 is ‘Closed’ as ‘Fixed’. The issue will be addressed in 37.40.

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<div class="post-metadata">

**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [November 3, 2025, 10:40am UTC](https://forums.unrealengine.com/t/major-scene-graph-parameterized-materials-no-longer-updating-via-code-when-parent-entities-do-not-have-a-transform-component/2495240/11 "2025-11-03T10:40:46Z")

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