Weird black blotches with masked material

  1. Split the mesh up into two pieces
  2. Create a new blueprint actor using Static Mesh Actor as parent
  3. Inside the blueprint set the inherited static mesh component to be the main plank mesh
  4. Inside the BP, Add another static mesh component, set it to not cast shadows
  5. 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.