Calculate Components "RelativeLocation" with Other Components Rotation?

I couldn’t quite explain the title, but I’m trying to calculate something, where the GREEN object is inside the blueprint and it’s always looking at the BLUE (camera), but it also moves with the camera so that RED works as pivot.

Currently the GREEN component moves only in the X Y Z directions and stays in place, but I want it to with the camera. If you didn’t quite understand, look at that picture below:

RED = Center/Pivot (for example Player)
GREEN = Actor, which place needs to be calculated
BLUE = Camera

Green Ring = GREEN Rotation Area
Blue Ring = BLUE Rotation Area
Orange Lines = Those would always be in the same rotation as the GREEN and BLUE objects.

Could you draw one more picture showing any of them change location/rotation will look like?

Rotating these pictures to any angle or moving the objects/camera further from the RED won’t change anything. From the camera’s point of view, all the GREEN objects have to look like those are stuck to the screen like a HUD, but the location has to be be calculated from the red spot.
Nimetön

Looks like a parent-child relationship.
Do they have to be separately different actors?