Force added backwards is stronger?

Hey! I am having the following problem why trying to make a dodge function. It works, but when I dodge backwards, the player flies a lot further than when he is dodging forwards. Anyone know what the problem is and what I can do about it? Thank you in advance!

  InputComponent->BindAction("Forwards", IE_DoubleClick, this, &AFPSCharacter::DodgeFwd);
  InputComponent->BindAction("Backwards", IE_DoubleClick, this, &AFPSCharacter::DodgeBwd);
 
void AFPSCharacter::DodgeFwd()
{
    const FVector ForwardDir = FirstPersonCameraComponent->GetForwardVector();
 
    const FVector AddForce = (ForwardDir * plDodgeDist) + FVector(0, 0, 1) * (plDodgeVelocity);
    if (CharacterMovement->IsMovingOnGround())
       {
       LaunchCharacter(AddForce, true, true);
       }
    if (plMomentum > 0)
    {
       plMomentum = 0;
    }
}
 
void AFPSCharacter::DodgeBwd()
{
    const FVector ForwardDir = FirstPersonCameraComponent->GetForwardVector();
 
    const FVector AddForce = (ForwardDir * (0 - plDodgeDist)) + FVector(0, 0, 1) * (plDodgeVelocity);
    if (CharacterMovement->IsMovingOnGround())
       {
       LaunchCharacter(AddForce, true, true);
       }
    if (plMomentum > 0)
       {
       plMomentum = 0;
       }
}

Nobody know what it could be? I think the player is also flung further into the air when jumping backwards.

Is your camera rotated in any way? If your camera is looking up or down, it will alter the forward vector from the camera and change your dodge trajectory.

Edit for clarity

Pretty crappy image, but it gets the point across.

Ahhhhh I see! Thanks man. I will see if this solves the problem and then mark it correct (Y)

Edit:
This is perfectly correct. Thank you very much! Please mark it as an answer, so it can be accepted and the question closed. I added this instead:

const FVector ForwardDir = CapsuleComponent->GetForwardVector();