.obj importing incorrectly, can't access model parts

Godot Version

v4.2.1 .Net

Question

So when importing a .obj it shows up as one node instead of multiple. I want to be able to move each mesh in the .obj separately and can’t do that if It’s a single node. I tried importing the .obj as a scene and the results are the same. However Godot does see the separate meshes if I open the .obj(as scene) / open advanced import settings.

So basically how do I get my main scene to actually let me move the meshes?

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Ok so follow up. I almost figured it out. I can import the .obj as a scene. Then once I add it in to the scene I can right click it and select “Make Local” to see all the individual parts. The only problem is I need to figure out how to do this at runtime instead of just in the editor. Because I eventually want to load files outside of the project folder.

Currently I’m attempting to load the normal .obj like this. Not sure how to get it to load as a scene. My attempts have only produced casting errors so far.

ArrayMesh arrayMesh = GD.Load<ArrayMesh>(modelPath);
MeshInstance3D newMeshInstance = new MeshInstance3D();
	
newMeshInstance.Mesh = arrayMesh;
newMeshInstance.Name = "MyLoadedMesh";
GD.Print("Child Count: " + newMeshInstance.GetChildCount()); // Prints 0
parent.AddChild(newMeshInstance);

image