Graphs are hard to visually represent, but trees are easy. The UI doesn't make them easy to spot.
In Unreal's editor, you have access to a bunch of UI organization tools that are not part of the transformation heirarchy. Folders, Layers, Levels. With the exception of Folders, which are discarded at build time, you can iterate over those as easily as iterate over the transformation heirarchy. These are all parts of a graph which has nothing to do with transformation.
In UE4, at least, blueprints are composed of two varieties of components; those which are part of a transformation heirarchy, and those which are not. When you instantiate a blueprint, you're actually instantiating a statically-flattened version of that blueprint, all the way to the root blueprint inheritance nodes. If you have static meshes at several layers of the inheritance, for instance, and all set as Dynamic or Static, instead of Movable, they actually get baked into a single megamesh up to the nearest Movable point in the heirarchy (give or take batch size contraints).
All connections between objects are part of the scene graph; even when the editor doesn't provide a visualization for them. If in Unity or Unreal you set up a "Gang Boss" relationship between a bunch of mooks and their elite leader by assigning the leader object as the value of the myBoss field of the mooks, that's part of the scene graph, too. And either the engine or the mook's code will have to be able to handle the situation that the boss just got excised from the scene graph by a player's sword.
RIP GameDev.net: launched 2 unusably-broken forum engines in as many years, and now has ceased operating as a forum at all, happy to remain naught but an advertising platform with an attached social media presense, headed by a staff who by their own admission have no idea what their userbase wants or expects.Here's to the good times; shame they exist in the past.