What's the Best Practice to Cast Shadows in First Person Camera from 3rd Person Mesh

I’m afraid that this is not possible without modifying Unreal’s rendering source code…
I’ve been digging into this for a few days now and it’s much more complex than it looks.

You can reach a very close result by using Lighting Channels. But not only it doesn’t support Virtual Shadow Maps, but in the end the result is still not 100%.

Delta Force managed to do this somehow… And they used Unreal 4.
I guess they changed the Unreal’s rendering code, but howwww!!!

If someone have any idea, please share!!