Then it has to do with the naming convention. Have you done what Richard suggested here?
ukrichb wrote:Have you created two objects, calling one with the suffix *_fx_day and another *_fx_night…and mapped the day and night textures, respectively?
I have not first-hand experience with that. Or it was 100 years ago.
The computer scientist approach would be to make two cubes, name the green one cube_fx_day and the blue one cube_fx_night. You export them together in 1 .igs file, In Blender they are 2 objects. So you have to select them together, maybe, unless the exporter exports everything, if nothing is selected. Selecting one but not the other is one of the pitfalls on the way, I guess.
Use Tex on both because that is the most primitive shader ever and you will see the cube by day and night.
Then you create a scenery blueprint for this .igs and you place the scenery item in game and create two scenarios, one at midnight and one at noon and you start both (from the main menu, not from within the editor). You will not rest or focus on anything else until you see a blue cube by night (that will appear to be lit from inside) and a green cube by day that will look a bit dull but it will be green and the other one will be blue and that is all you need for the first step.