If a MeshRenderer contains multiple materials, it'll be baked down into several "MeshRendererEntity" entites, one per sub-mesh. Sometimes this is a direct child, and for skinned renderers, they're placed under the 'root bone' down the hierarchy.
If you want to add a material override, you have to track down that sub-entity!
How do people currently handle this? Do you all use a custom baker to store out entity references to these children? Just do a search recursively through all children?