So, after further investigation/experimentation, it seems that the problem lies in the projection node itself. If I want to be able to view the projection distortion live in the viewport, I have to first commit the projection to a baked texture sequence, thereby eliminating the projection node from the shading network and committing everything to UVs.
For instance, I have a similar scene set up in Cinema 4D, and all I have to do to get the projection to lock to the surface is apply a "stick texture" tag to the mesh and record a given position. The projection can then be warped/distorted by any animation/deformation that I apply afterwards. Baking the textures in Maya is adding an additional time consuming step to the process.
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