This isn't a real solution, but it works, a litte bit. As long as your player is on the origin of your 'train' it works.
But if not and the train turns you will fall of and I don't have any solution for this. I tried a rotation matrix to calculate the postion of the player when the train turns but that doesn't work.
In your every tick event
System every tick -> Player set angle Train.angle
" " -> Player Move forward Train.Pathfinding.Speed*dt