I have run through Epic’s endless runner tutorial, and applied ito a top down paper2D shooter. I am using top down so that I can my enemy AI blackboard systems. Those work, but I couldn’t figure out how to get my navmesh bounds volume to move with my character or to place within the blueprint itself. My work around was to give the blueprint tile a projectile movement component and my character generally stay in the same place.
Now here’s my current issue. Within the blueprint if I run a simulation the trigger volume moves with the level properly, but in run time it seems to despawn when the movement starts or becomes untriggerable. Should that trigger volume move with the projectile movement component like it seems to be doing in the tile blueprint or am I missing a tag that updates it in realtime?