I dont know if this is already solved, but still dont know which words to use to search this, so i will try to explain this:
1.- I work 3D modeling better in blender, so I export my collada files and import on Godot.
2.- Multiple meshes are set, example, a cone.
3.- I added colliders to "Cone" but need to re-edit "Cone" in blender... for example.. now it is house shaped
4.- Need to re-add the colliders, but it is too much work because one thousand cones were transformed into "Houses" (Lets supose i have a large group of 3D editors updating my blender file)
5.- Seems like all these "Cones" were set by Godot as "Cone 1", "Cone 2", "Cone 3" so I will not change this names to "House 1", "House 2", "House 3" because it is too much work for a thousand houses. So I need Godot to automatically detect changes into "Cone 1" compared to "Cone 1" after I re import the collada file.
Seems like a very complex task for godot, is there any way that i just tell Godot "Delete the full scene, re import the full scene form scratch, make all meshes collidable" So i can update the map constantly after fixing a thousand geometries?