When your scene file is opened we noticed that on the bifrostLiquidProperties1 node your caches (Liquid, Mesh, Solid) were checked on. If it can't find those caches then you won't see the sim, or, if they are loaded and you try to change something you may not see those changes.
I took your emitter geo and placed it in the path where the collider geo is falling and had the collider geo cut through the emitter geo and it was clear the collision is working. What I think may be happening is the actual animation of your collider object is a bit too "feathery" and doesn't seem to have enough profound animated motion when it contacts the liquid area to really start to agitate the liquid. You could also try and eliminate the motion fields to see if they are affecting the collider result. If they are then you may have to make adjustments to the motion field.
You could also try adjusting the transport and time step adaptivity on the bifrostLiquidPropertiesContainer1 node. Try larger values on the Transport Step Adaptivity slider (don't go over 1.0 values. Perhaps try .5 - .75). You could also increase the min/max on the time step from 1 and 2 to 2 and 4 and set the time step adaptivity to .5 as well. There is a cost however to increasing transport/time steps so be advised. The larger the values, the potentially longer compute times.
Also, is it by design that you have continuous emissions on (on the bifrostEmitterProps1 node)? Anyways, a few things to try. Hope this helps.