Having troubles with trigger volumes inside a blueprint

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?

Well, Now That I have it working it seems to make a major impact on performance. I don’t know exactly what I did to make the performance hit start, but it seemed to be working fine for a bit then suddenly it’s taking huge hits to framerate. Generated navigation in run time makes sense to be a heavy load, but this is a 2D moving platform. I figured it wouldn’t be that bad. The navigation also only shows green for about 1 quandrant of it’s floor space which remains green for the duration of the game and the rest is red. Which quadrant it is seems to change with the slightest movement, and it’s all green until the game starts.