Actually it will.
View attachment 90659
But you need to add a plugin like commercial WrapR, or the free SketchUV Mapping Tools. This tool will help you manage UV's but it does not really define the problem. Basically to prevent it, you have to stop tiling textures in Sketchup. MSFS has an algorithm to save on computing power, that prevents the excessive UV projections that Sketchup uses to tile. Imo, this is more a problem with resource allocation on the part of Asobo, than upon Sketchup for liberally consuming computational resources that should be plentiful in the 21st century.
Let me use another image to demonstrate.
View attachment 90660 ;
This is the view we see when we are mapping a texture to a face, in this case a two dimensional sign. I have used Photoshop to add UV tiling numbers as examples. I made up my own coordinate system and the first number stands for X axis displacement and the second for Y axis. The original center image is UV 0,0. You can see that if I were tiling this sign as if it were Sketchup texture "Metal Corrugated Shiny," onto a model the size and scale of yours, I would be at extremely high UV offsets between one end of the building and the other. Since MSFS refuses to compute these "typical" but large offsets, it substitutes a tile from closer to UV 0,0 and this is why we get those jagged edges.
There are several solutions. The first solution is that you can create the texture geometrically. The reason you tile textures in the first place, is to conserve resources. Despite Asobo's sometimes funky allocations of those resources in UV tiling limits, there is no similar restriction of geometric complexity, you could likely make the entire building corrugated with little penalty. Another solution is to "pre tile" your texture. It's a square building, build up an image in Photoshop or other editing software using the original Sketchup texture that covers an entire side of the building. This way you can add dirt and blemishes that are non repeating. Finally, there are ways to tile the texture properly, but they are likely resource intensive. You can create specific polygons that accept the tiled texture within MSFS limits, say 9 squares like the image above, maybe as many as 16 or 25. You can either trace those borders onto your model, or make specific "building panels" and construct your building from those. Also, the Sketchup UV tools give us some control over that as well. Bear in mind that if you use the "tracing technique," some softwares erase those lines and scramble the UV's. I think MCX is ok with it, but the Cleanup Tools plugin can't be set to "merge coplanar faces," you'll probably have to experiment.
EDIT:
Rereading Federico's comment suggests another solution. We can't really make loop cuts in Sketchup, but you can make your building face uninterrupted and as long as the windows and doors do not require indentations into the face of the building, you just place them there without merging the geometry, It should simplify the UV tiling to within MSFS limits.