The error can also happen with geometry that is technically manifold but has self-intersections, duplicate faces, zero-area faces, or bad normals.
Go through these checks in this order.
In Edit Mode:
A → Shift + N
Make sure “Recalculate Outside” is selected if Blender asks.
Then export and try Bambu again.
In Edit Mode:
A → M → By Distance
Look at the message Blender gives you.
If it says something like:
Removed 0 vertices
that's fine.
If it removes hundreds/thousands, you had overlapping vertices.
With everything selected:
F3 → Degenerate Dissolve
This removes faces/edges that have effectively zero area or collapsed geometry.
This is particularly worth trying if you've been moving vertices around manually.
This one is different from non-manifold geometry.
Your object can be manifold and still have two faces occupying exactly the same space.
In Edit Mode:
A → F3 → “Merge by Distance”
again, and then inspect the model in Wireframe (Z → 4).
Also try:
Select → Select All by Trait → Interior Faces
If Blender selects anything, those are faces completely enclosed inside your solid. Delete them if they're not intentional.
Since you're preparing this for Bambu, you can do:
Edit Mode → A → Ctrl + T
Then:
A → Shift + N
This gives the exported STL a very explicit triangular surface representation.
In Blender, select the object and go to:
Object → 3D Print → Check All
If you don't have the 3D Print Toolbox, enable it under:
Edit → Preferences → Get Extensions → 3D Print Toolbox
It can check things such as:
For a model that looks perfectly normal but Bambu refuses to slice, self-intersections are the thing I'd investigate next.
And there's another very good diagnostic: temporarily export the model as STL after triangulating it, then import that STL back into Blender. If the re-imported STL looks different or Blender reports problems, we've found that the topology is the culprit.