OverlapMultiByChannel can't find objects with ECollisionChannel::ECC_GameTraceChannel1

Hi, this is one more collision question in UE5.4
It seems I can’t get OverlapMultiByChannel to work with custom trace channels.

I have a cover point with the following collision profile.

If I search for overlap in Visibility channel, like this

    TArray<FOverlapResult> OverlapResults;
    FCollisionShape SphereShape = FCollisionShape::MakeSphere(SearchRadius);
    FCollisionQueryParams SphereParams(SCENE_QUERY_STAT(CoverPointOverlap), false, nullptr);

GetWorld()->OverlapMultiByChannel(OverlapResults, CursorWorldLocation, FQuat::Identity, ECollisionChannel::ECC_Visibility, SphereShape, SphereParams)

I am able to receive my object in OverlapResults (together with many other visible objects)
ECC_Camera returns my object as well.

However,
as soon as I change my collision channel to user defined, e.g. ECC_GameTraceChannel1 (ignoring in-game redefinition for simplification)

GetWorld()->OverlapMultiByChannel(OverlapResults, CursorWorldLocation, FQuat::Identity, ECollisionChannel::ECC_GameTraceChannel1, SphereShape, SphereParams)

I can’t receive my object anymore in OverlapResults, which is very unfortunate.

My trace channels defined in DefaultEngine.ini as

+Profiles=(Name="CoverPoint",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="CoverPoint",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="CoverPoints",Response=ECR_Overlap),(Channel="CoverPoint",Response=ECR_Ignore)),HelpMessage="Needs description")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="MouseCursor")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="CoverCheck")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="BulletTraces")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="CoverPoints")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="CoverPoint")

I also see different meta for

enum ECollisionChannel : int
{
ECC_Visibility UMETA(DisplayName="Visibility" , TraceQuery="1"),
ECC_Camera UMETA(DisplayName="Camera" , TraceQuery="1"),
}

Could it be a reason?

Thinking maybe this is an engine initialization bug, I also follow suggestion from here

and assigned predefined collision profile name to a static mesh placed on the level, but unable to receive that object as well.