Ok I checked the CCT and I found what was going wrong.
... does pXent_setbodyflag work with PH_CHAR? I can't get it to work as well (it works with PH_RIGID very well).
pXent_setbodyflag works only with dynamic physics object.
Doesn't it work with PH_CHAR?? Manual said nothing about that.. I tried to use it, to disable the collusions between player and the platform. I use PH_CHAR for both of them (one CAPSULE and another one BOX)...
Firstly check this
dll, should work because in the CCT definition I found out that interactionFlag option was not used and by default your PH_CHAR model always collide.
Note: If a character controller will collide with another controller. There are 3 options: always collide, never collide and collide based on the shape group (NXIF_INTERACTION_INCLUDE, NXIF_INTERACTION_EXCLUDE, NXIF_INTERACTION_USE_FILTER)
In the dll I changed to NXIF_INTERACTION_EXCLUDE for both Capsule and Box, I known it's not the best for now, but I will make it better.