Tracing for multiple hits on one object

Is there any means of tracing through geometry instead of by object? I have a static mesh that I’m using as a flat wall. This mesh has some holes in it that I want to represent ledges for the player to grab onto. My ledge grab system uses a variety of object traces to get the tops of objects as ledges and grab onto them, but when run against this more complex static mesh it only generates one contact for where it first hit the object and ignores subsequent contact exits and re-entries with the same object.

I’ve heard of a means of running a trace, getting the contact point, running a reverse trace, getting that contact point and then checking inbetween these points for holes but it seems quite heavy-handed to loop through so many traces on one wall if its full of small holes to check for.

I’m really drawing a blank on how I could work around this issue so any help would be appreciated!