The part
"code": "UNUSED_OBJECT",
"message": "This object may be unused.",
"severity": 2,
"pointer": "/meshes/0/primitives/0/attributes/TEXCOORD_0"
looks at least suspicious when you say that there is an issue with the texture coordinates. But as far as I understood the description, the goal seems to (roughly) be to load this without textures (and the “unused” texture coordinates), but then assign a texture in Unreal (that should use these texture coordinates)
This touches some details of Unreal that I’m not familiar with - namely, how the texture coordinates from the mesh are wired together with the material that is assigned within Unreal. So until now, I could only make guesses. Maybe some part of the process that converts the GLB into an ‘Unreal Mesh’ omits the texture coordinates, because it realizes that they are unused? That wouldn’t explain why it works when it’s imported manually, though. Hopefully, the issue can be sorted out based on the actual data set