After importing the blend file into Godot, I have a problem with the lighting. The light only illuminates the outer walls instead of the inner ones. (I set the face orientation correctly in Blender.)
I’m sure I could solve this by remodeling the walls so that they have some thickness and aren’t just flat surfaces. However, from an optimization standpoint, rendering twice as many polygons doesn’t seem like a very elegant solution.
My guess is the mesh’s normals are facing outside. Edit it in Blender so that they face inside instead.
You don’t notice in Blender because Blender renders both sides of the faces, but game engines like Godot render only the front of the faces.
In Blender you can go into the overlays menu and enable face orientation. It will display the back of the faces in a red tint so you know which way they’re facing.