Exactly! To achieve your goal, you can simply get the actor right vector (or wall normal), multiply it by something like 100 and plug it’s X and Y axes into the corresponding pins of the Launch Character node. No need for cross product here
Btw you don’t need to normalize the cross product since it’s already a unit vector, because your two input vectors are unit vectors. We’re not gonna be using it here but wanned to add this as well.
Hope this helps