VRay bipat load inverse gamma

Hello, I noticed that in the latest version of Unreal 5.x with Data Smith, every V-Ray material I use with a V-Ray bitmap when loaded into Unreal, all textures are Gamma shifted or inverse Gmma.
This means that in the texture editor, the RGB Curve is shifted to 0.4545

I may understand why this is happening, but is there a way to avoid doing this?
Other than using regular 3D Max Bipmap of course?
Manually shifting this RGB value is not complicated, but if you have several textures to change then it becomes an issue.
Thank you.