you can add a collider on the feet to detect the moving platforms an put some actor tag on the moving platforms like “movingPlatform” and enable overlap events on both. when the collider starts overlapping you can turn some boolean like ‘isInPlatform = true’ and a float platformSpeed = the X speed of the platform, and when the collider ends overlap just set isInPlatform = false. then just do an if (a branch) is in platform, add the movement to the char.
You can do the same with ‘trace line’ by tracing a line from the char to the floor. if the trace line has a hit, check if it is a platform. if it is then add the movement. in this case be sure the traceline is not far below the char…must trace from center of the char (or so) up to its feet (or just a bit more)
In short you just determine if you are standing on a moving platform and add the opposite movement to the char.
I tried doing that but it messes with the movability of the character ; the “player movement” and the “platform movement” don’t work really well together when both applied
is there another way than adding direct movement to the player ? like something that makes it so that the player “floor reference” (if that makes sense) is always the floor and never the obstacles ?