Edit 2024/01/13: This bug has re-appeared in live experiences.
In my game I have a large plane editable mesh, which is scaled from the default (1500, 0.001, 1500) to (1500, 1500, 1500) to prevent another rendering bug. Due to this scaling, the mesh appeared tilted at a 45 degree angle, so in studio I have given it an orientation to counter it to make it easier to work with. When the game runs, the orientation is reset as the vertices are edited.
Previously, the mesh would appear perfectly flat in studio, however now it is tilted at an odd angle. When the orientation is reset to 0, 0, 0 it is no longer tilted at 45 degrees, but somewhat less, however it is still not flat.
The mesh also now appears much differently in studio than in-game, even though both are the same version. In studio, it seems to be much flatter on the Y axis when compared to the game. This only affects the editable mesh.
I’m experiencing a similar issue. From what I’ve noticed the mesh appears to be scaling correctly until I reach a certain threshold (for this mesh part it was a little over 60 in any axis), after reaching the threshold the mesh would appear to start decreasing in size as you start increasing in size. As shown in the image once I resized the mesh to a 2048 by 2048 size its physical size was about 2 by 2. However I can select the large part by clicking in the region it should be occupying due to the size, regardless of it not being visible there.