>>46323578
As someone who actually has played Changeling a lot, there are a couple of factors to consider:
a) Technology which relies on or interfaces with outside infrastructure is going to go weird. For instance, turning on any kind of radio receiver or wifi in the hedge is going to get you absolutely flooded with signal, which may seem like white noise at first, but once you manage to sort all the overlapping signals from each other, well, shit will go bad fast. TFV has an highly advanced and cumbersome endowment in one of the splats, I believe its called an "Interstitial Terrain Uplink" which is a backpack sized unit capable of getting you a functioning GPS navigation lock inside the Hedge. Which as you can imagine is invaluable.
b) Nothing left in the hedge long enough leaves unchanged. It happens a lot faster for inanimate objects than for living things, and a lot faster if you leave it in one place. Its always a continuum, not exactly instant, but the end result is it will either become a token: a magical artifact with an ability triggered by a very specific situation or the application of glamour, or it will become a hob: a native inhabitant of the hedge with a sort of mind of its own. Likely still heavily based around what it used to be, and possessing an illusory mask of its original self once it gets out of the hedge, but on the way to either of those destinations it will start to go a little haywire and misbehave.
A car might start handling poorly when it decides it has a different idea of how it wants to take the turn than the driver. A gun refuses to be reloaded because it and the magazine are family and family means never leaving anyone behind.
To provide an idea of the process, I'd suggest that anything left on its own in the hedge for a day or more will have accumulated a meaningful supernatural characteristic of some kind.
Of course, anything left on its own in the hedge for more than an hour unconcealed has probably been stolen by hobs.