Combine ECollisionChannel

Hello.

Quick question about something that is bugging me.
The function SweepSingleByChannel takes a ECollisionChannel as one of the arguments, pretty straightforward.
Let’s say I want to scan more than one channel, in Unity I used to do ChannelA | ChannelB and it worked since the channel were bitmasks. How do I do in UE? I looked in the documentation and searched everywhere but could not find a way to combine channels and avoid calling SeepSingleByChannel twice and comparing which one has the closes response.
Should I use SweepMultiByChannel and loop it? I am not sure which way is the standard practice.

You could make a custom channel as well

Add a Custom Trace Type to your Project | Unreal Engine 4.27 Documentation