rigged models display strange scale and lose sync with skeletons when switching tabs
Tested versions
4.4 dev3
System information
Godot v4.4.dev3 - Windows 10.0.22631 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 (NVIDIA; 32.0.15.6094) - 12th Gen Intel(R) Core(TM) i5-12400F (12 threads)
Issue description
rigged meshes with a skeleton change to an odd scale and display odd syncing with skeletons when changing tabs in the editor. this is fixed when reloading the scene but appears to be a new issue with 4.4
Steps to reproduce
set a rigged model (possibly requires an animation player) to editable children, switch scenes in editor.
Minimal reproduction project (MRP)
having this issue, my mesh is not matching the skeleton. I don't have the scale issue though. Happened since upgrading to v4.4.dev3.mono.official [f4af8201b]
Images are before, and after changing scene tab.
Model was imported as FBX.
When running the game it works.
Probably not related: Do we have to apply fbx units scale when exporting from Blender?