Great point.
You could create a blueprint that was just a trigger volume or invisible cube that has a trigger volume, and the logic could live there.
As far as turning triggers on/off, you could do something like a manager class, or use the player’s blueprint to do it. Tough to say without getting hands on, but I do think it is possible.
Here are a couple links in that direction, in case it is useful:
Good luck with your project!