I looked at the asset and it is getting and executing the code properly, what has happened is that the asset was updated to PBR materials with differently named maps, yet in the config.txt the texture replacement effect is still set to use map1.texture when it should be set to p42_1.m.pbrmetal_albd.texture so it is essentially replacing a texture that doesn't exist. I don't think there is a way we can correct this at home since it is a packaged/built-in asset with no source texture images.