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MSFS Porthole material doesn't export properly from Blender

I am developing an airliner and am trying to model the windows using the same method as in the default aircraft. I have a single poly behind each window which is assigned the MSFS "Porthole" material. I have assigned the textures and simply copied the ones from the default A320 as placeholders for the time being.

In the sim, the view through the window doesn't appear. I opened up the compiled gltf file in notepad and compared it the same file for the Airbus. My gltf file appears to be missing references to both the albedo and emissive texture files. The normal and composite files look to be correctly referenced. So I would conclude the Blender to MSFS exporter isn't coping correctly with the porthole material for some reason.

Has anyone else got it working?

I note that Vitus hasn't been active on the forums for some time -- is there anyone else around with the skills to work on the exporter? It seems to be about 99% functioning as intended with only a few little issues remaining.
I took a look at the nodes in the shader window and found the missing textures weren't connected. Having manually made the connections the resulting gltf looks OK although the effect is still not working in the sim -- there may be some other reason for that I haven't identified.
I couldn't get it to display properly, so I have put the windows aside for a while to work on other things.

I set up just a single window to try and get it working. Essentially, the rectangle behind the window appears transparent in the sim so there is really nothing to show in a screen shot. Depending on the angle of view, it can look a little different from the other windows, but I think all I am seeing are reflections. I used textures from the A320 as placeholders to ensure there wasn't any error in the texture format.