Is there a way to build asset bundles with LZ4HC compression?

Right now the options with BuildPipeline.BuildAssetBundles only includes LZMA(default) and LZ4(BuildAssetBundleOptions.ChunkedBasedCompression). Whereas we can build the player using LZ4HC. Is there a way to change this setting? Cause the documentation makes it sound like Assetbundles can be built with all 3 compression methods, and I feel like I’m missing something.

According to this thread, BuildAssetBundleOptions.ChunkedBasedCompressionshould result in LZ4HC:

LZ4HC is what the AssetBundles actually get built to when you select LZ4 as your compression type. This results in smaller file sizes than LZ4Runtime.