Apparently using LineTraceSinglebyObject fixes your problems.
LineTraceSingleByObjectType(TraceHitResult, startPos, endPos, FCollisionObjectQueryParams(collisionChannel), QueryParams);
instead of
LineTraceSingleByChannel(TraceHitResult, startPos, endPos, collisionChannel, QueryParams);
I tried it and it works much better. I’m not hitting my AI actors when I set the collision channel to ECC_WorldStatic