I ran into a weird import issue in Godot 4.2.2 while working on Ultraprocessor Ribbon:
editor/import/resource_importer_scene.cpp:2405 - Condition "!save_path.is_empty() && !DirAccess::exists(save_path.get_base_dir())" is true. Returning: ERR_FILE_BAD_PATH
  Error importing 'res://scenes/background/3d_backgrounds/locomotive/locomotive.blend'.
                    This issue was preventing me from running the
                    game. I tried restarting Godot and deleting my
                    .godot folder, but these did not
                    resolve the issue.
The relevant source code can be seen here:
Error ResourceImporterScene::_check_resource_save_paths(const Dictionary &p_data) {
	Array keys = p_data.keys();
	for (int i = 0; i < keys.size(); i++) {
		const Dictionary &settings = p_data[keys[i]];
		if (bool(settings.get("save_to_file/enabled", false)) && settings.has("save_to_file/path")) {
			const String &save_path = settings["save_to_file/path"];
			ERR_FAIL_COND_V(!save_path.is_empty() && !DirAccess::exists(save_path.get_base_dir()), ERR_FILE_BAD_PATH);
		}
	}
	return OK;
}It seems like that Godot is loading a path from
                    an import configuration and is trying to check if a
                    path defined in that config exists. Sure enough,
                    when checking the advanced import settings for the
                    locomotive.blend file, I found several
                    animations, materials, and meshes in the tree which
                    defined a save_to_file/path value which
                    pointed to a folder that did not exist.
We didn't need to import any of these animations,
                    so setting the save_to_file/enabled
                    property to false should be
                    enough to fix the issue. However, it looks like
                    Godot keeps setting the value back to
                    true after I close the advanced import
                    settings dialog. In fact, it seems like I can't
                    change any of the values at all. So, I
                    resorted to editing the .import file
                    directly, setting _subresources={}, and
                    then re-opening Godot. This resolved the issue.