Ok, I found a solution. To update NavMesh we need to call this function for Procedural Mesh component:
void UTestBlueprintFunctionLibrary::TestNavUpdate(USceneComponent* SceneComponent) {
if (SceneComponent->IsRegistered())
{
if (SceneComponent->GetWorld() != nullptr)
{
FNavigationSystem::UpdateComponentData(*SceneComponent);
}
}
};