[UE5.3] 'Global' shader library packaged with previous version when switching between OpenGL and Vulkan

Trying to automate building different build targets with UAT. After switching between OpenGL and Vulkan the ‘Global’ shader libary is stuck on the previously selected option when packaging. I’m able to successfully package but the game crashes upon launch because the global shader library is missing for the selected format.

I.e. when trying to build the OpenGL version it packages the previously built Vulkan shader library instead of openGL (SF_VULKAN_ES31_ANDROID-VULKAN_ES3_1_ANDROID).

The same issue occurs when building in the editor, however restarting the editor fixes the issue. It seems like the editor performs some task to update it upon starting.
I just need to figure out what it’s doing and how to activate this with UAT instead of manually launching the editor. Any ideas?