I’m happy to report there actually was an easy way to do this without vector math involved (or at least, Epic has already done the math for us.)
The AddRelativeLocation node does the trick, the key is it has to be used on the static mesh component, not the entire actor. To be honest I am not 100% sure what the difference is since the StaticMesh here is the root component of the actor, but in any case, it works.
Thanks for the help, it wasn’t in vain as I did learn a bit more about vector maths which will come in handy in the future I’m sure.