Hi,
Firstly, using physX3 plugin you can do
pX3ent_setcollisionflag(capsule, cube, PX_PF_IGNORE_PAIR);
With the physX2 plugin, I think that collision filtering doesn't work with CCT. A thing you can do is create an invisible trigger bellow your moving platform. When your cct enters the trigger, you set the trigger flag of your moving platform (So cct will not collide with it). You need to reset it when cct is leaving the trigger volume.