And if we export it .OBJ, the same thing would happen or we would already have the possibility of changing it as we want
Meshes (which is what the .obj file represents) can be resized per axis, because they don't contain blocks etc, instead they just contain the individual vertices
But when exporting the blueprint to .obj, the game does not use this file (it's just there if you want to load the blueprint in an external tool, for example).
Blueprints don't store meshes, instead they only store the individual construction elements - this is much more memory efficient compared to storing a whole mesh: For instance, a single block consumes roughly 100 bytes, but if it was a mesh, it would be between 2 and 8 KB (depending on the shape). Large blueprints would easily exceed 100 MB and more in size.
When placing a blueprint, the game just places the individual construction elements. While the game still bakes all elements in a chunk to a single mesh (for reasons for performance), this is no longer related to a blueprint and therefore cannot incorporate the blueprint scale.
In theory we could overcome the scale limitations, but that requires some work (and would unfortunately open a new can of worms) ![]()