Adding the PhysicsShape to existing body

Hi guys,
I am learning the physics engine, chipmunk, right now and I do not really know why the added PhysicsShape does not appear on the debug layer. I am able to create the PhysicsBody and add shapes like that:

PhysicsBody* tBorderBody = PhysicsBody::create();
PhysicsShape* tAddedShape1 = tBorderBody->addShape(cocos2d::PhysicsShapeBox::create(Size(100.f, 100.f), PhysicsMaterial(0.f, 1.f, 0.f)));
PhysicsShape* tAddedShape2 = tBorderBody->addShape(cocos2d::PhysicsShapeCircle::create(40.f, PhysicsMaterial(0.f, 1.f, 0.f)));
PhysicsShape* tAddedShape3 = tBorderBody->addShape(cocos2d::PhysicsShapeEdgeBox::create(Size(40.f, 40.f), PhysicsMaterial(0.f, 1.f, 0.f)));
PhysicsShape* tAddedShape4 = tBorderBody->addShape(cocos2d::PhysicsShapeEdgeChain::create(tPoints, 2, PhysicsMaterial(0.f, 1.f, 0.f)));
PhysicsShape* tAddedShape5 = tBorderBody->addShape(cocos2d::PhysicsShapeEdgePolygon::create(tPolygonPoints, 4, PhysicsMaterial(0.f, 1.f, 0.f)));
PhysicsShape* tAddedShape6 = tBorderBody->addShape(cocos2d::PhysicsShapeEdgeSegment::create(Vec2(50.f, 50.f), Vec2(50.f, -50.f), PhysicsMaterial(0.f, 1.f, 0.f)));
PhysicsShape* tAddedShape7 = tBorderBody->addShape(cocos2d::PhysicsShapePolygon::create(tPolygonPoints, 4, PhysicsMaterial(0.f, 1.f, 0.f)));

but during the gameplay only adding the circle works (it appears on DebugDrawMask), eg. a box does not pop up (number indicating the amount of verts is increased, thou!).

I am using Cocos2d-x 3.8.1.

Also doing sth like that works (after pressing the button):

if (mSprite->getPhysicsBody()->getShape(RIGHT_SIDE_SHAPE))
{
    mSprite->getPhysicsBody()->removeShape(RIGHT_SIDE_SHAPE);
}

The shapes indeed are added, because the vector containing them is getting bigger (getShapes() size).

I found out that this behavior is somehow connected to the body being static. If it is not set like that, the added shapes are visible and interactive. So for now I must not invoke:

tBorderBody->setDynamic(false);

But the problem is still not solved.