Hi Korosh,
This is likely caused by the bounds size of your mesh. As the camera distance increases (not sure how this works with Camera FOV since there is some magic there that I’m not 100% sure of), the shadows will decrease in quality as a LOD so that it’s not as expensive. I wasn’t able to get as clear an example as you have here, but I’ve attached a simple project with the head model we have from Content Examples. Can you recreate your lighting setup here and I can take a look and offer some tips that could probably help you sort some of this out for better results.
If you’re not able to set it up there, then details about your entire lighting setup, properties changed, Location in the world, Scale of the actor in question, etc are really helpful here.
Thanks!
Tim