Hi @PhuntasyProductions ,
A Character will use as a moving ‘platform’ any kinematic or non-kinematic Rigidbody the Character is standing on no matter if is kinematic or a fully simulated rigidbody, like a vehicle as you can see in the following video
Alternatively it could simply attach the Character to a dynamic platform (once again kinematic or non-kinematic) using the CharacterMovement SetPlatform method, this will make the character follow the platform even if the character is not directly standing on it.
The CharacterMovement component (ie: the character controller used by ECM2) keeps a safety distance from collisions, and another from the ground, can say the capsule floats a variable height above the ground, however in some cases PhysX can even with this safety tolerance can register contacts with the Character’s Capsule Collider, for this cases you can use the Physics.IgnoreCollisions so the capsule does not collides with other physical objects, and let CM handle its collisions, additionally you can use the contacts modification to tailor fit it if needed.
Having said that, please keep in mind ECM2 do not support moving platforms in a networking environment, not even in incoming update, since this is a very advanced topic (see attached video for a very complete talk about it by the Photon Fusion guys) and its implementation heavily depends on the game needs and tradeoffs.