Thanks to Mihai Fratu's answer I was able to create a UIBezierPath that exactly meets my needs
I post my code here in case somebody has the same problem later
let innerRadius: CGFloat = 32.0 * UIScreen.main.scale
let shadowPath: UIBezierPath = UIBezierPath(roundedRect: self.view.bounds, cornerRadius: self.cornerRadius)
//shadowPath.append(UIBezierPath(roundedRect: self.view.bounds.insetBy(dx: 8, dy: 8), cornerRadius: self.cornerRadius))
let shadowWidth: CGFloat = 8.0 // Do this as wide as you want
var outterPath = UIBezierPath()
// Start at the top left corner with an x offset of the cornerRadius
outterPath.move(to: CGPoint(x: self.cornerRadius, y: 0))
// Draw a line to the top right corner
outterPath.addLine(to: CGPoint(x: glowView.bounds.size.width - self.cornerRadius, y: 0))
//Draw the round top right corner
outterPath.addArc(withCenter: CGPoint(x: glowView.bounds.size.width - self.cornerRadius, y: self.cornerRadius), radius: self.cornerRadius, startAngle: (3 * CGFloat.pi) / 2, endAngle: 0, clockwise: true)
// Draw a line to the bottom right corner
outterPath.addLine(to: CGPoint(x: glowView.bounds.size.width, y: glowView.bounds.size.height - self.cornerRadius))
// Draw the round bottom right corner
outterPath.addArc(withCenter: CGPoint(x: glowView.bounds.size.width - self.cornerRadius, y: glowView.bounds.size.height - self.cornerRadius), radius: self.cornerRadius, startAngle: 0, endAngle: CGFloat.pi / 2, clockwise: true)
// Draw a line to the bottom left corner
outterPath.addLine(to: CGPoint(x: self.cornerRadius, y: glowView.bounds.size.height))
// Draw the round bottom left corner
outterPath.addArc(withCenter: CGPoint(x: self.cornerRadius, y: glowView.bounds.size.height - self.cornerRadius), radius: self.cornerRadius, startAngle: CGFloat.pi / 2, endAngle: CGFloat.pi, clockwise: true)
// Draw a line to the top left corner
outterPath.addLine(to: CGPoint(x: 0.0, y: self.cornerRadius))
// Draw the round top left corner
outterPath.addArc(withCenter: CGPoint(x: self.cornerRadius, y: self.cornerRadius), radius: self.cornerRadius, startAngle: CGFloat.pi, endAngle: (3 * CGFloat.pi) / 2, clockwise: true)
// Move to the inner start point and add the paths counterclockwise to prevent the filling of the inner area
outterPath.move(to: CGPoint(x: shadowWidth + innerRadius, y: shadowWidth))
// Draw the inner top left corner
outterPath.addArc(withCenter: CGPoint(x: shadowWidth + innerRadius, y: shadowWidth + innerRadius), radius: innerRadius, startAngle: (3 * CGFloat.pi) / 2, endAngle: CGFloat.pi, clockwise: false)
// Draw a line to the inner bottom left corner
outterPath.addLine(to: CGPoint(x: shadowWidth, y: glowView.bounds.size.height - innerRadius - shadowWidth))
// Draw the inner bottom left corner
outterPath.addArc(withCenter: CGPoint(x: shadowWidth + innerRadius, y: glowView.bounds.size.height - innerRadius - shadowWidth), radius: innerRadius, startAngle: CGFloat.pi, endAngle: CGFloat.pi / 2, clockwise: false)
// Draw a line to the inner bottom right corner
outterPath.addLine(to: CGPoint(x: glowView.bounds.size.width - innerRadius - shadowWidth, y: glowView.bounds.size.height - shadowWidth))
// Draw the inner bottom right corner
outterPath.addArc(withCenter: CGPoint(x: glowView.bounds.size.width - innerRadius - shadowWidth, y: glowView.bounds.size.height - innerRadius - shadowWidth), radius: innerRadius, startAngle: CGFloat.pi / 2, endAngle: 0, clockwise: false)
// Draw a line to the inner top right corner
outterPath.addLine(to: CGPoint(x: glowView.bounds.size.width - shadowWidth, y: shadowWidth + innerRadius))
// Draw the inner top right corner
outterPath.addArc(withCenter: CGPoint(x: glowView.bounds.size.width - innerRadius - shadowWidth, y: shadowWidth + innerRadius), radius: innerRadius, startAngle: 0, endAngle: (3 * CGFloat.pi) / 2, clockwise: false)
// Draw a line to the inner top left corner
outterPath.addLine(to: CGPoint(x: shadowWidth + innerRadius, y: shadowWidth))
outterPath.close()