Enabling "Cast Contact Shadows" in FoliageType or LGT breaks self shadowing (while not removing the shadows)

Hello,

For a long time we found contact shadows to be inferior in UE5 compared to 4, and now we realised this is because having cast contact shadows enabled actually breaks the self shadowing on assets instead of removing contact shadows like it’s supposed to, making the shadows look much more flat, especially on masked assets with multiple layers.

This has a pretty significant impact on close up depth of the environment, so we would hope this gets resolved at some point to avoid more confusion if you use this feature like us.