There is bug at shadow culling property. It’s points to MinScreenRadiusForDepthPrepass instead of right one.
There is the code from master branch.
UPROPERTY(config, EditAnywhere, Category=Culling, meta=( ConsoleVariable="r.MinScreenRadiusForDepthPrepass",DisplayName="Min Screen Radius for Cascaded Shadow Maps", ToolTip="Screen radius at which objects are culled for cascaded shadow map depth passes. Larger values can improve performance but can cause artifacts as objects stop casting shadows.")) float MinScreenRadiusForCSMdepth;
I think it should be r.Shadow.RadiusThreshold instead.
Edit: The bug is in this fle. https://github.com/EpicGames/UnrealEngine/blob/master/Engine/Source/Runtime/Engine/Classes/Engine/RendererSettings.h