Virtual Shadow Maps with spiky edges for low poly mesh but no normal maps

So I realized Unreal might be interpolating normals (e.g. from the vertex) and that can be a source of smooth normals.

I decided to enforce flat normals by creating a test material with a flat normal map:

It did improve the intensity of the edges, but they are still a tad visible if you look closely (middle halflit triangle and one of the triangles on the right):

The shadow mask is still ugly:

If anyone knows how to further improve this, that would be great, thanks!