Yeah - I appreciate it’s quite hard to tell in the screenshots unless you literally flick between them in your Browser tabs or in a photo viewer.
The shadow cast by a Movable Mesh Actor definitely moves quite significantly based on whether it is being lit by a Stationary or Movable actor though - when it should be pretty much the same.
Stationary lights are supposed to create Movable Shadowing on Movable objects in the same way that a Movable light would. A small margin of error based on bias/resolution settings would be expected, but this isn’t a small margin of error and tweaking those sorts of settings makes no difference.
It does look as if Stationary lights are outright casting movable shadows from the wrong/an offset position.
I’ve zipped up a test project and sent it to Epic in a bug report as it’s baffled me/surely can’t be considered optimal behaviour. It’s created a real problem for doing shutters in windows without having to resort to janky tactics like invisible shadow casting meshes.