Moving the world around the player

I’ve got a vehicle - the vehicle can move forwards, rotate left, rotate right. The world is endless - as such, I want the world to move AROUND the player whilst the player stays in the center of the world. There’s a couple reasons why I’m doing it like this (physics glitches and world origin issues) but I won’t get into that now.

I’ve gotten the world to rotate AROUND the player with this simple function (Note the UpdateLevelTransform is a custom function that rotates a specified level instance):

This works absolutely fine, the world properly rotates around the player. Now I need to move the world (as if you’re driving) using the rotation’s forward vector - so it goes backwards depending on where its rotated towards - but inverted? Whilst at the same time making sure to always rotate based on where the player is.

Sorry if I sound obtuse, this is where I’m having trouble - I’ve tried multiplying a float (which is incremented every tick) with the forward vector of the worlds rotation and adding it to final transform of the world, which technically works, but the function to rotate the world around a point breaks.

Am I on the right track? I’d appreciate any help I can get! TLDR: I want to rotate the world around the player, whilst also moving it backwards to give the illusion of a vehicle driving.