You got what I meant on the last post.
As far as why, I think it may be a Chaos limitation.
First of chaos is bad. Particularly compared to nvidia physX. So it’s a huge limiting factor.
Secondly, nvidia doesn’t even allow interaction with world static. Because it’s bad practice (or well, it was 20 years ago when nvCloth was made, stuff just couldn’t run at the time plus calculate the collisions).
Within the cloth settings (for chaos), you may be able to find other… things that work. Switches, similar to what you already found detailing what channels the material responds to.
If you need to react to “just a cube" well then think of it this way.
Make the curtain a skeletal mesh. Give it a bone to signify the object (a cube character?). Import as SKM (which being cloth it already is?) , then, Make extra sure a UCB the same size as the cube is be part of the PHAT asset on the bone you specifically added.
With that setup, add a trigger to the curtain bluprint as a large box collision. When the cube enters the collision, cast to the curtain SKM (or pull a reference) and set the position of the bone you created to match the cube position.
At that point the cube has a virtual self contained collision that moves inside the SKM which the cloth is forced to respond to.
This also works for invidia because it only allows for self collision.
If you are dealing with just a cube, or a sphere. Then that’s one way to do it that 100% works.
Complex stuff goes back to not being easy. Also has diminishing returns… moving one hull attached to a single bone is straightforward. Mirroring an animation (say of a biped) to a skeleton contained inside the curtain - not so much… (but it did work, and it did look cool even if at 20fps…)