There are 2 situations:

  1. After importing the .blend file, the textures will not be imported. It would be possible to fix this myself, but the scene has a lot more objects and different textures, respectively, which means that fixing it with your hands is very, very long. Any suggestions why this happens with the materials?
  2. After exporting to gltf 2.0, godot can't import the file, and throws a lot of errors in the output, like "wrong file size", etc.
    I will clarify that if you import the same gltf back into the blender, there are no problems. And also, I’ll clarify that the file size is over 4 GB, and this is not the limit, since the scene is not ready.
    Accordingly, how can I solve these problems? and is there a weight limit for the imported file?

    4GB is quite large for a glTF file. I've imported ones that were a few hundred MB and they took forever and sometimes crashed.

    Undertaker I’ll clarify that the file size is over 4 GB, and this is not the limit, since the scene is not ready.

    Godot has trouble importing large files. It is better to break the scene into parts, import individually and assemble in the engine — it is more reliable way.