How to Set Cast Shadows Individually for Specific Light Channels or Light Sources?

I’m working on a dungeon top-down game with a low-poly art style, and I have a specific lighting requirement.

The Skylight provides dark ambient lighting, while the player has a Point Light attached for a visual boost. This light doesn’t imitate a torch and is not meant to cast shadows. However, turning off “Cast Shadows” for the player’s light causes light to bleed through walls, illuminating other rooms unintentionally. To prevent this, I kept “Cast Shadows” enabled so walls can block the light from entering adjacent rooms.

For other objects that shouldn’t cast shadows, I can disable “Cast Shadows” individually. However, there are Torches placed throughout the level that need to cast shadows for all objects.

Is there a way to:

  1. Set “Cast Shadows” for specific light channels?
  2. Configure a static mesh to cast shadows for individual light sources?

This would help me ensure the player’s light doesn’t create unnecessary shadows on objects while still respecting walls, and that torches can cast shadows appropriately on all objects.