- Split the mesh up into two pieces
- Create a new blueprint actor using Static Mesh Actor as parent
- Inside the blueprint set the inherited static mesh component to be the main plank mesh
- Inside the BP, Add another static mesh component, set it to not cast shadows
- Set the newly created non-shadow casting static mesh component to use your fractured mesh
Hierarchy should look something like this:
There might be a better way of doing this, but I suspect there probably isn’t. UE4 doesn’t have good support when it comes to controlling shadow casting, as I personally learned this a long time ago when I discovered that it was impossible to turn self-shadowing off, which probably also would have solved your problem.