You can either do some geometry with the forward vector (pitch it up, average it with the UP vector, etc) or cheat and just adjust the Z vector you calculate with it (which would have been 0 unless you allow character pitching):
FVector LaunchVector = this->GetActorRotation().Vector() * AerialDodgeDistance;
LaunchVector.Z = 150.f;
LaunchCharacter(LaunchVector, true, true);