Really strange problem with csg meshes and blender

Godot Version

Godot 4.6.2, Blender tried multiple versions like lates 5.1.2 or 4.2.1lts, Windows 10

Question

I’m going nuts with this and i’m not sure if its a godot issue, blender, or both. Basically i’m jus trying to grab a mesh imported from blender as gltf, copy the mesh and paste it in the mesh paramter of a csgmesh node in the inspector. Sometimes it works (mesh appears correctly) soemtimes it doesn’t (nothing appears at all). When nothing appears noramlly means that the mesh is nonmanifold. My meshes do appear at first with some 3 or 4 materials, they are perfectly manifold. The thing is, adding new materials is nor problem, but assigning new materials to faces (no geo alteration on the mesh, just assign), makes it not work.

I tried fress scene in blender and godot with a cube, one material on each face. It works. Then add loop cut, move up one upper half face, it doesn’t. Why? My previous mesh was extremely complex and worked, it makes no sense. Then I control+z to the cube from before with the loop cup but no elevation. I works. If instead of control-z i lower the face with vertex snap so it’s back to a perfect cube, it doesn’t work.

I don’t know how to even debug this to give more detailed information, any suggestion on how to fix or just how to give more info would be really appreciated. I really need the csg system for my project and in fact I used it in my last one and never encoutnered this weird apparently unconsistent limitation.

To put in perspective I remember having a giant complex mesh wiht +20 materials in different faces and working perfectly as csgmesh, i think it was in godot 4.4…

It’s only a prototype tool, why not just add a trimesh collider to your mesh? I just tried using csg recently. I’ve always just made a level in blender and added a trimesh in Godot.

yeah i’ve read that is not made for final game use… but i really cna’t find any alterantive to my specific game mehcanic. Basically i need to make boolean substraction operations to the whole game map with realtivly complex slice meshes dynamically ingame. Current implementation with csg has some bad performance but it’s kind of acceptpable…but now i have this weird issue (even if this is a prototype tool this is a really weird problem though). I really don’t know of any other way to do this.