You can break the hit result and use the Normal pin to get the direction (not rotation) that your item should face. To set your item’s rotation to face that direction, you can calculate what rotation that unit vector represents and use the result.
This calculation can be done with multiple ways. One way would be using the dot product & acos method (though there’s an additional step there to include negative results) and another way would be using the Find Look at Rotation node. In both ways, we’ll compare the angle between our unit vector with the +x direction (x = 1, y = 0, z = 0) which is considered 0 degrees around z axis in world space.
Hope this helps!