Import Process Ignores Scales and UVs

Godot Version

4.5 dev3 (problem exists in 4.5 dev2 as well)

Question

I want to create assets in Blender and import them into Godot with correct scale and texture UVs. I made the objects in Blender, applied all transforms and modified UVs (confirmed as displaying correctly on other 3D software) but Godot discards transforms and UV modifications. I get smaller objects with stretched out UVs

I’d really like to avoid having to make my assets in Godot because Blender offers more flexibility.

How goes the search or a solution?

Ive seen a similar issue someone was having with this.

"After playing around for a while, I found that there were 2 different UV maps for my assets, and Godot was auto-picking the wrong one.
The fix was to remove all unused UV maps from Blender, edit the remaining UV maps to make them look how I want, drag to Godot to import, then reimport (for some reason) and bingo, all my textures look the same in both. "

But some things to check. You might have done them already. Possibly do a fresh install of blender and try again with all the correct export settings.

In Blender:

Go to Scene Properties → Units

Unit System: Metric

Unit Scale: 1.0

Length: Meters

Export as .glb (GLTF Binary) — Recommended Format

Use .glb for best compatibility with Godot.

Export Settings:

File → Export → glTF 2.0

Format: glTF Binary (.glb)

Check these options:

✓ Include → Apply Modifiers

✓ Include → Include UVs

✓ Transform → +Y Up

✓ Transform → Apply Transform

✓ Geometry → UVs

✓ Geometry → Normals

In Godot: Check Mesh Size

Once imported:

Select the mesh node

Confirm its Transform scale is (1, 1, 1)