Recast doesn't know when Static Mesh collision primitves change

Recast uses the collision primitives to build navigation mesh.
However, it seems that changing the collision primitives on a static mesh (and saving) doesn’t actually update the ones used to create the navmesh untill editor restart.
I have not found a way to force recast to ‘re-load’ its collision primitives when a static mesh is changed without an editor restart. I tried ‘build navigation’, unloading the level and reloading it, moving the mesh around in the level (which does trigger a navigation update, but it still uses the old collision primitives).

Original collision:

Update collision and save static mesh:

Navmesh is properly affected only after editor restart: