How to rotate a movement component to face the same way as the mesh?

Made the movement work as I like it by making use of ‘set physics linear Velocity’ (instead of addactorlocationoffset). I’m basically going for ‘Asteroids’-like movement.

I’m still using the Event Tick for rotation though, but I’ll take a look at that later (I just used the ‘FlyingPawn’ BP Unreal gives you when starting that kind of project as a base, apparently they use tick for input events …).