Blender godot rigidbody import

Godot Version

godot 4.2.2

when exporting from blender to godot I want a rigidbody object so am using -rigid but then want my own custom collison shape so have a child object with -colonly but then godot basically ignores that and generates its own convex collision object without me asking
I have also tried not puttning -rigid and then putting it in a scene and making it rigidbody but then cant sent the colonly as the collison as it puts it under a static body and I want to do this without making anything local or into different scenes so I can just have one scene for the object and if I want make changes export to the same film and itll just update
here are the setups in blender and godot:

inblender

im hoping there is some sort of easy solution to this as the plan is to make alot of little objects with rigidbodys quite quickly and to be able to easy go back and update any models if needed without jumping around hoops

any solution to this?

Delete the one godot generated and make sure the collision mesh is the first child of the rigid body.