Please do not ask us to simply figure out what the problem is based on a couple of screenshots. Add text details to avoid confusion. Thankfully, the problem you are trying to point out seems pretty clear to me at the moment: When in object mode, the wrist is deformed improperly. The base mesh is not damaged, as shown in edit mode.
It looks like you’ve got some sort of deform modifier set up, probably an armature modifier, and when you are in edit mode, the effects of this modifier are hidden. You don’t need to refresh anything, you just need to figure out why the [armature] deform isn’t working the way you want it to.
I suspect that the wrist bone is detached from the lower arm bone and has been moved, or the weights are not set up properly and an entirely different bone is deforming the wrist.
To diagnose this, you can (with the armature selected and active) go into the Properties editor -> Armature tab -> View panel, and check “In Front” to show the armature through the mesh. If the wrist bones look fine, something else is deforming the wrist when it shouldn’t, and that means your weights aren’t set up properly. Search on YouTube or this Stack Exchange for explanations of what vertex weights are, and how to configure them properly with armatures.