Can nav mesh bounds generate navagation data on a skeletal mesh?

I found this question that seems similar from a long time ago: Walkable skeletal meshes - Character & Animation - Epic Developer Community Forums

Other than that I could not find any information. Basically I am trying to figure out if I can place a nav mesh on a large skeletal mesh and get AI characters to walk around on it.

It works fine on a static mesh. But when I turned my static mesh into a skeletal mesh to try to move it. There is no green area on the skeletal mesh. And placed AI characters do not move. Even if the skeletal mesh is not moving.

Is this just not possible? Or is there a setting somewhere I am missing?