Why would you use UniversalSCENEFormat to deal with meshes?
Not that it shpuldnt work, mind you. But you are better off sticking to FBX whenever possible.
The problems/errors you have just mean that you didn’t create your models correctly with all the needed information:
Lightmap with non overlapping UV, UBX/UCX definitions, LODs, etc.
Changing what format you export/import isn’t going to make the missing pieces magically appear, I wish! It would definitely save a ton of time in asset creation if it did.
Review the FBX pipeline docs.
Or whatever this mess they made out of the once Okish documentation is…
Eggheads must have decided that no one needs to access and learn anymore…
To their defense, it lowers the amount of “why does this engine just not work” valid questions out there