Wisher, thanks for the file, it is an interesting solution. Not sure how practical this is as I was not able to get it to work with multiple platforms. Don't know how this could be applied to a sine style platform movement, but I am playing around with your file and it does give me some hope!
Ironically I recently came up with a dynamic lag setup using arrays, that I was using for some enemy behaviour. The enemy would be 60 frames behind the position of the player. Was wondering if this could be applied to platforms so that they are one frame/tick behind the player movement. Seems like a very unnecessary thing to have to do though!
Squiddster, you may be right that some behaviours may be calculating on a different tick to the other events? Which leads me to an example that I hope Ashley can look at, since it illustrates some weird, inconsistent behaviour:
In this example I have 5 leaders and followers with slightly different setups. Really, all followers should be sticking to the leaders perfectly, but as can be seen this only happens in two cases...3 and 4.
Examples 2 and 4 are setup with the same behaviours. The leader has a sine behaviour with a pinned follower. It can clearly seen that example2 is lagging but 4 is not! The difference was that example2 initially had a platform behaviour on it, that was then deleted. Also it had been cloned from example1. Seems that deleting a behaviour leaves some remnants?
Also, examples 3 and 5 have no behaviours, but have a manual sine expression for the leader and a position expression for the follower. As can be seen, 5 is lagging, whereas 3 is not. The difference was that follower5 initially had a pinned behaviour that was deleted.
This is doing my head in, trying to replicate the bug, so I really hope that Ashley can take a look at this file. This sort of inconsistency is unacceptable in a game engine.