Inaccurate dynamic light shadow handling

The follow scenario contains movable point light (thus, dynamic lighting) with a static mesh cube over a larger one and I get a shadow artifact as shown in the snapshot - the shadow doesn’t begin accurately for the box edge.

The scenarios is made by:

A movable point light at world location (0,0,350)

A floor made from a static mesh cube at location (0,0,0) and with scaling of (50,50,1).

A static mesh cube “sits” on the floor - located at (-300,-300,100)

Is there a way to deal with all these artifact ?

Thanks

Turning contact shadow up to .1 does it

350756-screenshot-2.jpg

but then the shadow is lumpy from another angle:

350757-screenshot-3.jpg

I don’t think there is a great solution.

Do also in AAA games such artifacts are ignored?