I've never seen this on a previous build, so I have to assume this is something which has changed in the very latest version.
My graphics settings menu has an option to disable and enable dynamic ( stencil ) shadows in-game. When this is done, I cycle through all the objects in my level and do the following :
If it's a mesh and it receives shadows, I make a note so that it is not rendered before FinalizeShadows().
If it's a mesh and it casts shadows, I call SetShadowCast(False)
If it's an actor and it casts shadows, I call SetShadowcast(False)
If it's a light and it casts shadows, I call SetLightProperties and disable casting.
Then if I reenable shadows, I do the precise opposite. However, when I do this, I get stencil errors. Some vertices are offset badly from the mesh and leave those long stencil trails, like you get with an unclosed mesh and other general stencil errors. The actual erroring vertices seem to be moving all around as the direction and position of the stencil errors keeps changing.
Here's a pic
How it looks with shadows enabled :
http://www.shadersforgames.com/badshadows1.jpgHow it looks with shadows disabled and renabled :
http://www.shadersforgames.com/badshadows2.jpgIf you quit to the menu and reload the scene, all is fine again.