Player movement that is both reliant and independent of camera's vector

The solution is pretty simple really, you gotta find the forward vector of the camera, not the player. So if you have a camera locked in space, it will know which axis to move on through by its POV. So in my case i have a blueprint that has a camera, with a trigger box and thats how, when the player overlaps it changes to the camera of that blueprint for the new view. I then send a message to the playerblueprint, and let it know if the player is inside the camera. If it is…then use the camerage manager forward vector.