instead of fowardVector, you need a vector from the player to the enemy.
a hit normal can work, but if you want to push things from farther away, or you want the things that can be pushed to be able to overlap pawns, you can use:
vectorPointingFromMeToEnemy = EnemyPosition - PlayerPosition;
LaunchForce = vectorPointingFromMeToEnemy.Normalize() * KnockBackAmount;
LaunchCharacter( LaunchForce );