LineTraceComponent not working for welded bodies

I have tried LineTraceSingleByChannel and it works as I expect - it hits the child objects and the root.
The thing is I’m trying to just trace this one particular mesh component if possible.

I made a small example project showing the issue. Here’s 4 line traces done in different ways. The green ones worked the red ones didn’t. I’ll post my code below as well.

This is an actor I made that is implemented by a blueprint that sets the 2 meshes as cubes to reproduce:

// Header
#pragma once

#include "CoreMinimal.h"
#include "WeldedBody.generated.h"

UCLASS(Blueprintable)
class AWeldedBody : public AActor {
    GENERATED_BODY()

public:
    AWeldedBody(const FObjectInitializer& objInitializer);
    virtual ~AWeldedBody() { }

    virtual void BeginPlay() override;
    virtual void Tick(float deltaSeconds) override;

protected:
    UPROPERTY(EditAnywhere)
    class UStaticMeshComponent* _rootMesh = nullptr;

    UPROPERTY(EditAnywhere)
    class UStaticMeshComponent* _childMesh = nullptr;
};

// Cpp
#include "WeldedBody.h"

AWeldedBody::AWeldedBody(const FObjectInitializer& objInitializer) : Super(objInitializer) {
    PrimaryActorTick.bCanEverTick = true;
	PrimaryActorTick.bStartWithTickEnabled = true;

    _rootMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("RootMesh"));
    SetRootComponent(_rootMesh);

    _childMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ChildMesh"));
    _childMesh->AttachToComponent(GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
}

void AWeldedBody::BeginPlay() {
    Super::BeginPlay();

    _rootMesh->SetSimulatePhysics(true);
    _rootMesh->SetEnableGravity(true);
    _rootMesh->SetCollisionEnabled(ECollisionEnabled::Type::QueryAndPhysics);
    _rootMesh->SetNotifyRigidBodyCollision(true);

    _childMesh->SetCollisionEnabled(ECollisionEnabled::Type::QueryAndPhysics);
    _childMesh->SetNotifyRigidBodyCollision(true);
}

void AWeldedBody::Tick(float deltaSeconds) {
    Super::Tick(deltaSeconds);

    // Record some convenient locations
    FVector childLocation = _childMesh->GetComponentTransform().GetLocation();
    FVector topOfChild = childLocation + 200 * FVector(0, 0, 1);
    FVector rootLocation = GetActorLocation();
    FVector topOfRoot = rootLocation + 200 * FVector(0, 0, 1);

    // LineTraceComponent: Trace child directly at child's location
    FHitResult hitResult;
    FVector start = topOfChild;
    FVector end = childLocation;
    FCollisionQueryParams params;
    if (_childMesh->LineTraceComponent(hitResult, start, end, params)) {
        DrawDebugLine(GetWorld(), start, end, FColor::Green, false, 0.0f, 0, 5.0f);
    } else {
        DrawDebugLine(GetWorld(), start, end, FColor::Red, false, 0.0f, 0, 5.0f);
    }

    // LineTraceComponent: Trace root at child's location (slightly to the right so you can see both traces)
    start = topOfChild + FVector(20, 0, 0);
    end = childLocation + FVector(20, 0, 0);
    if (_rootMesh->LineTraceComponent(hitResult, start, end, params)) {
        DrawDebugLine(GetWorld(), start, end, FColor::Green, false, 0.0f, 0, 5.0f);
    } else {
        DrawDebugLine(GetWorld(), start, end, FColor::Red, false, 0.0f, 0, 5.0f);
    }

    // LineTraceComponent: Trace root at root's location
    start = rootLocation;
    end = topOfRoot;
    if (_rootMesh->LineTraceComponent(hitResult, start, end, params)) {
        DrawDebugLine(GetWorld(), start, end, FColor::Green, false, 0.0f, 0, 5.0f);
    } else {
        DrawDebugLine(GetWorld(), start, end, FColor::Red, false, 0.0f, 0, 5.0f);
    }

    // LineTraceSingleByChannel: Try tracing with LineTraceSingleByChannel
    start = topOfChild + FVector(-20, 0, 0);
    end = childLocation + FVector(-20, 0, 0);
    FHitResult result;
    FCollisionResponseParams responseParams;
    if (GetWorld()->LineTraceSingleByChannel(result, start, end, ECC_WorldDynamic, params, responseParams)) {
        DrawDebugLine(GetWorld(), start, end, FColor::Green, false, 0.0f, 0, 5.0f);
    } else {
        DrawDebugLine(GetWorld(), start, end, FColor::Red, false, 0.0f, 0, 5.0f);
    }
}