ah ok
You get the direction vector of the hit location and the actor by:
FVector DirectionVec = Hit.Location - Actor->GetActorLocation();
DirectionVec.Normalize();
FVector ActorForward = Actor-> GetActorForwardVector();
ActorForward.Normalize(); //Should already be normalized, but just in case…
float AngleInDegree = FMath::Acos(FVector::DotProduct(DirectionVec, ActorForward ));
I think this is the best way to do it.
Maybe unreal has some built-in function to calculate it?
Greetings