It's not a bug, it's by design.
Currently, there are no tools in Unwrap 3D to edit the vertex normals separately, so Unwrap 3D will calculate its own
vertex normals based on how edges are connected. So, if all edges belonging to a vertex are connected, it will look smooth.
The default box primitive is fully welded, so all vertices will look smooth. This is by design.
But, to overcome this limitation, Unwrap 3D has many tools to unweld edges. The best tool is AutoSmooth Faces, which
works exactly like the AutoSmooth tool found in 3dsmax. It unwelds sharp edges, while keeping flat edges smooth.
This is especially useful for models that have curved surfaces, such as barrels, poles, cylinders, or cones.
If there were tools in Unwrap 3D to edit vertex normals, it would probably work like Maya. In Maya, you can make an edge
hard or soft, and this will change how the vertex normals appear at that edge. Hard edges appear sharp, and soft edges
appear smooth. I would prefer implementing this method over 3dsmax's smoothing groups, as I see it as being easier to use
and understand.
Now, if you're wondering what happens to vertex normals when exporting to a GMF file, you can be assured, that they won't
change. The same vertex normals you see in Unwrap 3D are the same vertex normals that are exported to GMF. So, what you
see is what you get, in terms of vertex normals.
I hope that helps.