SphereOverlapActors Sphere positioning question

im trying to spawn an overlap sphere about 10 units in front of my third person character based on where I am aiming.
It seems like the the sphere position is based off of world vector though. Im still getting familiar with the whole vector side of Unreal and I cant think of how to convert either the camera or my characters forward vector and rotation to a world vector location the sphereoverlap can use.

When i plug it in now, the sphere appears at the same location which is around to 1,1,1 because the local character rotation never goes much higher or lower than that.

Anyone know?

You’d normally do it like this:

Get Forward Vector (direction vector), multiply it by distance and add it to your own location. This will produce a projected location along the direction vector at the specified distance (500 in this case)

Thanks so much for the reply but I figured it actually.

Make transform and you add 500 to X