Ok, luckily, I found the solution for kinetic friction - the Friction value should be half of the physical one. Why? I don’t know.
So if I set Friction to 0.025/2 = 0.0125
Then results are correct.
I guess that the “noisy” values around 0.0 (in all directions) are results of the physical solver which mathematically ripples at the end. I think this may be handled by adding blp logic preventing velocities under some value.
I’m glad to find that UE4 can simulate such simple case correctly - I really don’t know why Friction parameter should be half of the physical Friction coeficient.