ISM components casting CSM shadows cull in the shadow map when they shouldn't

Hello,

It looks like there’s an issue with shadow caching not being used when changing the FOV. If you turn off caching with r.Shadows.CSMCaching 0 then you can see the missing shadows are due to the r.Shadows.RadiusThreshold being set to 0.05 so the cubes that are further away from the camera are small enough on the screen to be culled from shadow casting. If you lower r.Shadows.RadiusThreshold enough, these objects will be included in shadow casting as expected and the shadows will appear as expected. That said, with caching enabled I would expect shadows to remain consistent while changing the FOV.

As far as I can tell, it doesn’t matter if the meshes are static or ISMs. I’ve created the following issue for tracking which should be visible publicly soon: https://issues.unrealengine.com/issue/UE\-372125

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