You won't be needing the "Object Has Line of Sight of another Object" condition.
In your drawing, it looks like when you jump to another surface, the angle will be set to go back the way you came from, so if you jump you'll go back to where you started. This is simply a 180 degree turn from the previous heading upon landing, or collision with target platform. However, that is independent of target platform rotation or angle, so the target platform orientation doesn't matter.
In the event that you wanted the new angle to be a reflection off of the target platform surface (like a ball ricocheting off a wall on a pool table), which is what I understand from your written description, you'll want to do the following:
Upon jumping, use the cast ray action from the player object towards the direction you are jumping.
In the following event, use the Ray Intersected condition to check if it hits a destination surface. Then you can get the reflection angle with the ReflectionAngle expression, plug that into the action where you set the new angle, upon colliding the wall or right after you jump or whenever you want.