Bad cast shadows with procedural mesh

Perhaps this might help

The OP had a similar problem and turned off virtual shadow maps.

Even in the documentation it states of vsm’s
“Low poly geometry with high curvature and smooth normals can exhibit artifacts”. I think this might be the case where it’s showing.

The doc mentions using the command
r.Shadow.Virtual.NormalBias with a parameter of 1 to try to mitigate these types of problems.