If you are using a procedural mesh component, my advice is not to. They are too performance heavy when you have collision turned on. I actually just converted the escalator mesh from the Subway environment into a working one. I use a full set of steps animated in a loop. Works perfect. So, for a procedural escalator, my ideas would be to have a mesh for the ends of each rail. Use a spline mesh, or meshes, for the middle of each rail. (You don’t actually need a spline for this, because you just set the start and end locations and tangents) Use sockets on the end meshes for points to make a spline and use the spline length to calculate how many steps you need. Add a mesh for each step, might be able to use a hierarchical instanced component, and update their transforms in tick to move them along the spline.
Just my idea of how I would approach it. Good luck.