VR Instanced Stereo & Forward Rendering casts wrong shadow from Movable, Static Mesh Component & Skeleton Mesh(Animation), with tessellation (PN Triangels) and a stationary point light in the right eye from HMD- how to fix it?

Update
Hello, I have a problem with a Movable Static Mesh Component & Skeleton Mesh(Animation) with tessellation (PN Triangels). I’m running on UE 4.16.1 with Instanced Stereo & Forward Rendering the Mesh casts wrong shadow(s) in the right eye from HMD. As light source there is only one stationary point light Is there a way to fix this?

It looks like this has been fixed in 4.22.

Also, you could fix this by disabling Instanced Stereo rendering.