How to get the correct inertia tensor (Unreal bug?)

Using

FVector Inertia = Body->GetInertiaTensor();
UE_LOG(LogActorComponent, Display, TEXT("Inertia Vector: %f | %f | %f"), Inertia.X, Inertia.Y, Inertia.Z)

I compare the inertia of different objects. Using the Rock from the starter content, without a physics material override, I get

Inertia Vector: 6978401.500000 | 4636936.000000 | 5973419.500000

This is supposed to be in local coordinates (which is logical: the inertia tensor in world coordinates depends on the rotation of the object).

Now I rotate the Rock static mesh, bake the rotation and for paranoia’s sake delete and recreate the collision mesh, but the intertia vector stays the same for that new, rotated rock.

I suspect a bug.

In a reply from 2014 a dev says:

“We automatically calculate inertia tensor based on the density and the simple collision geometry, there isn’t a way to set it directly.”

So what do I have to do to make sure, inertia is recalculated, when I use modelling to change a static mesh?