Hi guys I have created a Monument in 36 hours with sleepless brain melting hard work for MSFS 2020 using Blender 2.92. Originally the memorial scenery is missing in the game. I am re-creating the city as well because apparently Bing Maps totally had ignored Bydgoszcz despite that google maps have full 3D Photogeometry for it. Anyways The project I have finished which made me learn Blender better looks totally messed up when you insert in sdk. Textures are not there , modifiers are missing and text I have put on the objects are gone too. There is a section on the new blender for MSFS . Do you guys know what do I have to enable for MSFS SDK to apply all the node modifiers and textures ??? Here are the screenshots I took of the original and the SDK version of the model. Please help I dont want my effort gone to the trash.

Do I have to bake everything ????
OK, there are several things that don´t seem right in your approach, I´ll try to explain. First, your shader node tree. When I first tried to bring a model from Blender to MSFS, I also thought that I could just do anything I wanted in Blender and the final result would look exactly the same in MSFS. Unfortunately, this is not the case. MSFS expects the materials / textures to have a certain structure. If you do not adhere to this structure, the textures will look wrong or not show up at all. Your shader node tree shows that you are using procedural textures like voronoi, musgrave - I don´t think that MSFS even supports procedural textures. It expect PBR materials made of an albedo, metal and normal texture, all of which are bitmap textures. For the correct shader tree to show you have to select one of the MSFS materials (like MSFS Standarf, MSFS Glass) in the material tab. Then a list of options turns up. You can then select a texture for albedo, metal and normal. The normal has to be in Direct X format to show correctly in Blender, the Metal texture is a combination of AO, roughness and metalness split into separate channels (AO Red, Roughness Green and Metalness Blue). You should select these directly from the pull down menu, don´t ever mess with the shader node tree, even the slightest change will cause your material to not compile correctly.

About the modifiers, you can apply them before exporting but once they´re applied you cannot change anything anymore, I´d rather suggest you apply them in the export menu, that way you can keep them unapplied in your file and make changes later.

If you insist on using procedural textures, you could bake them but I guess it´s easier to download some free full PBR textures. cc0textures.com has great free textures and even substances if you use substance painter, textures.com has low resolution free sample files of their payware PBR materials (the low res maps are almost always sufficient for scenery design) and poliigon.com also has some free textures as well.
Hope I could help you in some way.
cheers,
Fabian