Approach for rendering traditional " shadow map" under "Virtual Shadow Map" mode?

The issue I’m encountering is that in version 5.3, even when "Virtual Shadow Maps "are selected, unsupported cases would automatically fall back to traditional “shadow map”. However, this doesn’t work in 5.5. Is there a way to force the use of traditional “shadow map” while “Virtual Shadow Map” are enabled?
For instance, make modifications in the Vertex Factory or render proxy .

Did you try “r.Shadow.Virtual.ForceOnlyVirtualShadowMaps” CVar? Pretty sure epic just enabled it by default in 5.4
“If enabled, disallow creation of conventional non-virtual shadow maps for any lights that get a virtual shadow map. This can improve performance and save memory, but any geometric primitives that cannot be rendered into the virtual shadow map will not cast shadows.”
Based on the description it’s not free, so i guess that’s why epic turned it off by default.