Yes, but it’s slow. I used to do this when I was using mesh colliders for my voxel terrain. If anyone else have a better answer, then I’ll vote you up!
As the other posts have noted, a) re-enabling the Mesh Collider component or b) reassigning the mesh to the collider both seems to work.
But maybe you are wondering: why is this happening in the first place?? I will admit that this is a bit speculative, but I would imagine that changing the vertices using something like ---- exampleMesh.vertices = exampleVertices; ---- loads the new vertices to the GPU but not to RAM. I would imagine that this happens by default because some engineer at Unity decided that, most of the time, it would be unnecessary to upload changes to vertices both to the GPU and RAM.
My best guess is that re-enabling the meshCollider component || reassinging the mesh to the meshCollider will reupload the mesh data to RAM without costing too much overhead. Both are good solutions!