Can you reproduce the issue without upgrading from 4.12.5 to 4.13.1, in a new blank project?
I have a few questions about your setup. You say create a new level with a BSP tunnel, but I would like some clarification it what you mean? Are you creating a hollow additive cylinder brush?
Also, I need to know the mobility of the skeletal mesh you are placing as that is a factor of the results. What is it you expect to see when using a Stationary Directional light?
There are a number of facets to Stationary lights that you need to take into account when building your lighting. Have a look at the documentation below for more information.
Stationary Directional lights can be used to cast Whole-scene Dynamic Cascade Shadow Maps (CSM) shadows for just the dynamic objects in your scene. If you want shadows from Static Meshes placed in the environment to cast shadows on the character, you will need to change the Mobility settings on the Static Mesh from Static to Movable.
One of the benefits to using CSM shadows is that they will blend correctly with precomputed shadows cast by the static objects in the scene. CSM shadows also do not exhibit the double shadowing you see with Modulated shadows and are faster when casting dynamic shadows for multiple objects.
We have two different dynamic shadowing techniques that are implemented for mobile, each with their own strengths and weaknesses. I would take a read over our documentation for each of these techniques to get see which one will work best for your own case.