You can convert a FRotator to a unit FVector using .Vector() like so:
FVector Direction = Rotation.Vector();
This will be the direction the controller is facing, not necessarily directly away from the camera. If you wanted to make it move directly away from the camera, you would want to do this:
// Get a player controller to make sure this is a player pawn.
// Also make sure it has a camera manager.
APlayerController* PC = Cast<APlayerController>(Controller);
if ( PC && PlayerCameraManager )
{
// Determine direction vector using Dir = B - A
FVector CameraLocation = PC->PlayerCameraManager->GetCameraLocation();
FVector MyLocation = GetActorLocation();
FVector Direction = MyLocation - CameraLocation;
// Normalize the direction to a unit vector.
Direction.Normalize();
// ... now we can do something with the direction!
}