Not all of them. Usually you take the controller axis, say the Y, and map it to a movement of the actor. The Y axis typically is mapped to the forward/backward movement. The direction of the movement is therefore given by the Forward Vector of your actor (the VR pawn in this case). So you multiply the output of the axis input [0…1] by the direction vector (Forward Vector) and by a float >1.0 which represents the “speed” of movement, then pass the result to AddActorWorldOffset.
In pseudo code something like:
AddActorWorldOffset( ControllerYAxis.Value * GetActorForwardVector() * SpeedOfMovement )