Collision Filters are indeed a way to collide or query specific geometry layers, you can specify them in Physics/Collision evolvers, or as a parameter of a scene.intersect query.
To enable this behavior in UE4, all of this happens in the PopcornFXSceneActor, under Simulation Settings, you'll find Collision Filters, which you can override and add your list of presets.
Each Collision Filter has an index (written like , ), and each collision filter determines what Collision Preset it "interacts" with. As it relies on UE4 collision presets, you can specify a collision filter that only interacts with "Pawn" or "WorldDynamic", ..
So here, specifying a CollisionFilter of "1" in your FX's Physics Evolver, it will only collide with "WorldStatic" geometry, and the cube in the screenshot above will be ignored.
Hope this helps.