I once had that problem, too. I solved it the following way (described here using matrix transformations for column vectors):
An exit is a collision area with an own placement CX. It is linked to an entree which also has an own placement CE. When an actor enters the exit area, then the actor's global placement Ag is transformed into the exit's local coordinate system as
AL := CX-1 * Ag
This placement, although being computed local to the exit, is directly re-interpreted as placement local to the entree, i.e.
AL = CE-1 * Ag'
resulting in the placement behind the entree being
Ag' = CE * CX-1 * Ag
Here the placement C of an exit or entree could be modeled using translation, rotation, and scaling as usual
C := T * R * S
so that different scales, orientations, and positions can be considered when desired.