Adding Impulse to static mesh component.

I have a BP actor that I can pickup in VR and when I call a certain custom event one of the static mesh parts will fly of in the Y vector about 2 meters
I did this with add impulse and it works ok.
But The problem is its working in world space and not i the actors own local space, which means no matter what way the actor is rotated when the event is called the static mesh component will fly off in the same direction like x world space. when I need it to only care about the direction of its own self.
I cant seem to find a way to make it work in local space :frowning:

SOLVED by using Inverse Transforms.
Apparently add impulse only works in world space