The simple option to fix this would be to take the location from the ‘Break Hit Result’, break it into it’s separate float values and then make a new Vector3 that use the Y and Z from the ‘Break Hit Result’ and then just set the X value to the X location of the player pawn.
This though is going to have one problem, as you target things further from the X depth of the player pawn you are going to see that the arrows aren’t going towards the mouse position. In order to fix this I would suggest taking the hit location and calculating where it would be if it was extended to the player X depth.
Math would look something like this
Mouse Hit Direction = Normalized Vector of (Hit Location – Camera World Location)
Target Location = Mouse Hit Direction * (Camera World ‘X’ Location / negative Mouse Hit Direction ‘X’) + Camera World Location