Launch Character by camera view on client getting the forward view from server instead

So, I’ve got a call to launch character based on the current forward vector of the camera view, but in listen served games the clients are launching them in the forward vector of the character instead of the local camera view forward vector (Camera is mouse independent, it can be moved around without changing the forward vector of the character). The server character, of course, is acting correctly, launching by camera vector. I have the launch set correctly to launch on server, but I need to know how to pass the local camera view vectors to that event, given that the server owns the character I’m not sure where to go next with this.

to be clear: it ignores the z axis of the camera and launches the character forward in x/y plane regardless of the “tilt” of the camera.

For anyone this might help, it turned out the trick is to use Get Control Rotation instead of using the Camera View. That solved it.