I was wasting a bit of time with
CTF-Erida due to my interest for Trains challenge...
The fact is... we have serious bad news as follows...
Both trains moving through 7 keyframes are rotating 32768 during their movement. These are having as Base another mover class Educated to execute a constant loop. Several settings were properly crapped up by mapper as long as UTFlare was never intended for being screwed as not bStatic actor, this means net trashes.
A normal light set as bNoDelete and loved can follow train simulating train lights. Good... so far.
We do have LiftCenters required by these - Movers. Due to their movement and rotations, LiftCenters are moved out of lift without sitting at the same offset as light attached to train doesn't matter what I did. Bots in their "best life" moments are tracking these LiftCenters and they go full retarded when these are going out of train for no reason.
Let me see:
- UT 440 was jerky
- UT 451 + XCGE 21 did not do anything better
- UT 469 is not having anything like a fix, to me it looks even a bit worst than 440 at this point.
I changed drawtype, I screwed mass, I set them capable to follow some rotation, I tried "PHYS_Trailer" and setting up Owner as being Mover right in map, reinforcing an attachment to the base, NOTHING helpful.
If by chance Train arrives with a Bot to destination station, LiftCenter is located at the other train door, losing initial offset. In end, LiftCenters are worst than a light when are attached at movers, even they have NATIVELY support for movers - LIFTS more exactly.
I'll show you some images with what is about... Perhaps Trains here won't have any use from Bots - are just bullshit.

- LiftCenter_InitialLocation.png (1.45 MiB) Viewed 29168 times
This is at beginning, let me show you what was the deal later...

- LiftCenter_KaragFollowingMission.png (1.14 MiB) Viewed 29168 times
Bot went into train properly.

- LiftCenter_MovingOut_TweakerHoldingBot.png (1.24 MiB) Viewed 29168 times
And then LiftCenter went crazy...
Let me see, newer UT... I set display as mesh in hoping to a different deal.

- LiftCenter_SetMesh469_WentOutOfTrain.png (1.48 MiB) Viewed 29168 times
It went even worst.

- LiftCenter_SetMesh469_MindlessNavigation.png (458.65 KiB) Viewed 29168 times

- LiftCenter_SetMesh469_WentBackInTrain.png (1.31 MiB) Viewed 29168 times
After a while suddenly LiftCenter has returned back in spot...
Train is rotating in two stages, after first turn, things are still okay, after second turn effects are entirely unpredictable - this is what we have as UE1...
And then... I think in this case Movers are not going to have any pathing because this is not a good LiftCenter carrier, it's garbage all day long.
I don't know if map is that worst as geometry or those Movers are evil for no reason, but... I used those trains, no gaps, no borked collisions, heck knows what's the deal with that SetBase stuff and actor's ticking...