Well, thats not exactly how collision channels work.
For one, the player isn’t static, so flagging it as world static is asking for pain.
Second, the collision you are showing for the player isnt the collision hull you added but the mesh within it.
Thirdly, chanches are you are bricking collision by having the outer collision collide with the mesh that is always inside it.
Lastly.
Don’t use collisions at all;
The idea behind making a pong replica is to learn how to do things proper. Using collisions (and the pysics engine) is an immidiate fail on all fronts.
On the other hand, once you learn how the math behind checking collisions, and proper movement redirection works, you actually learned something useful that is likely going to always be usueful.
And in that case, you can probably try making something using the physics stuff instead.
An Arkanoid clone is a better base option for that.