Trouble rendering an actor using Mass Movable Visualization Trait

I am implementing a boids like swimming simulation with a lot of entities so I thought I should make use of the unreal engines mass system. I got the system up and running using the Debug Visualization trait and a custom processor which updates the translation of my entities in chunks and i can see the debug mesh spawning and moving correctly.

The problem I am having is when I stop using the Debug Visualization trait and try to render an actor in the entity location.

When I use a CrowdVisualization, the actor renders but it no longer translates. But what I think I really want to use is the Mass Movable Visualization Trait, however when I use this I can no longer see any actor rendered. I know the entity is being spawned and processed because I can see it if I turn on mass.debug.DrawAllEntities but no actor is visible otherwise.

Not sure if its a LOD issue or what else could cause this. I tried setting all the LOD rules very generously to rule this out.

If anyone has gotten the Mass Moveable Visualization Trait to work or If I should be using a different visualization trait to get an actor to render

please let me know, Thanks!