So the problem is i can't just make model in blender and import it to the godot with the same size, it is always a huge model.
I have have created an block inside the Blender:

I don't know if that's true, but i seen somewhere that 0.01 scale in Blender = 1 in the Godot. (it's not the problem, because i have tried set it to 1 in blender and still have the same issue)

On the next picture you can see the model created in the godot (from left & have scale 1x1x1) and the imported Blender model (from right & have the same scale 1x1x1).

As you can see it have just Huge size if comparing to the Godot model.
How to fix it, guys?

I ran into a similar problem, my scale was ignored. That said I think 1 in Blender equals 1 in Godot. You need to “apply all transforms” when exporting or importing - sorry, I don’t remember exactly.

    axolotl I ran into a similar problem

    Thanks for the response, i will try your way and let you know.
    Sorry for follow-up question but i just updated to the Godot 4.2.1
    And found this light system a bit crazy in Compatibility mode:
    just to compare:
    Godot 4.1.3

    Godot 4.2.1

    Both have 1 on Energy parameter

      darceyo Both have 1 on Energy parameter

      just found the problem, the shadows is a problem..
      exactly Normal Bias, but i dont know how to fix that

      screen without Normal Bias looks like this:

      axolotl You need to “apply all transforms”

      I have tried it before exporting in Blender, but nothing changed 🙁