If you were to make a jump thru behavior from scratch it would basically work by stopping the object if it was above the object and trying to move down into it.
Now you can replicate solid and jump through by correcting the position and velocity when there is a collision. Position correction would be moving the object out of the other object, and velocity correction would be to stop any velocity going into the other object.
Anyways, here's an idea on how to handle slopped jump through platforms.
dropbox.com/scl/fi/htipsix3dn1asnx8laj68/sloped_jumpThru.capx
The general idea is if the previous frame the player's bounding box overlapped the platform bounding box or was above it. And if the previous position wasn't colliding with the platform, then the player is considered to be above the platform. After that and collisions are resolved by moving the player up. It works but the logic could probably be simplified further.
To move the object up out of the collision I just incrementally moved the sprite by a small amount till it wasn't overlapping. There are more exact ways but that would involve rolling our own collision detection which is more involved. You could also try the custom movement behaviors push out actions.
For those that prefer utilizing behaviors you could also attempt to enable/disable the solid behavior on the fly once you detect the player is above the platform. That would theoretically eliminate the need to manually correct the position and velocity and handle onFloor in a custom way. You'd have to test to see if it works first though.
EDIT:
Here's a modification to just toggle the solid behavior. Simplifies things a bit
dropbox.com/scl/fi/3qt5pr4l4mcdk6mn61pdz/sloped_jumpThru2.capx