This isn't a direct answer to your question, but it may be an option.. If a bar-graph wipe is what you're looking for, you could do it with a relatively simple shader, rather than geometry and hooks. It might be more flexible.
You would make a node tree which makes a mask by asking whether Y is less than some function of stepped X. Here, the range of X is the 0-1 of the Generated texture-space of a plane, stepped by a Map Range node.
.. which generates a mask something like the one below. In this case, f(X) is the cosine of pi*X
, and the animation results from directly messing with the amplitude (Y scale) and Y offset of the function, in the Multiply Add maths node, and keyframing those values. But it could be any function you like, animated in any sense.
If you did want to control the graph using the position of an Empty, you could use a cluster like this, somewhere in f(X):
.. which will return the X of the Empty, in the plane's space, in Blender units. (If the plane is scaled in Object Mode, the units will scale with them).
If you want color, or some other per-bar attribute, you can pipe the noodle labelled 'Color Branch' in the first illustration through a Color Ramp, and multiply with the mask: