Material transparency issues, creating shadows for masked areas of mesh

Thanks RyanB that worked really well, I was unaware that there was an option for that.

I’ll mark this one as resolved, but I still have a minor issue.

I have added the head and attached via a socket with the lighting settings you suggested however I have a slightly different shadow type for the head compared to the body.

I have provided an image to illustrate:
cf5cb19a80c7ffe026e5e197b8462e86b5d6d1d3.jpeg

Is it that the skeletal mesh (body) casts a different shadow compared to a static mesh (head).