The path-tracer is radiometrically superior to any other form of lighting in unreal, but nanite makes it interesting: the high-res nanite meshes can’t be directly used by the path-tracer, so lower res proxy meshes are used by default. The shadow clipping you’re seeing here looks to be that, but it depends on what the material is made out of.
Also, since the path-tracer is so high-precision, it can sometimes reveal problems in the original assets that basic shadowmaps or N.L were hiding.
I also think I mistyped that last command: r.RayTracing.Shadows.AvoidSelfIntersectionTraceDistance 1