Relative Rotation Issue

So I’ve been banging my head against the wall trying to figure this one out. Essentially what I’m trying to do is throw a boomerang along a spherical path starting from my character (imagine literally throwing a boomerang around the world). But I want the circular path to be dependent of the angle the player is facing, so there will have to be some sort of relative rotation involved. I have tried just adding to the rotation of the camera, but that seems to have unpredictable results.

I have also tried the following blueprint but the part stemming from event tick doesn’t seem to work either.

I can easily use spherical coordinates to move my boomerang from my player, but it gets to being a pretty involved computation what with calculating rho, phi, and zed of my player, the path the boomerang is traveling, etc. etc.
I know there has to be a more efficient way.

Any help would be awesome!

I should also add that the technique I’m using as seen in the blueprint, is to anchor the boomerang by a spring arm to the center of the planet and then rotate said spring arm. When I visualize the problem, I think of the case where the player is standing near to the equator and throws the boomerang west, the path around the planet is going to be less than that of the equator.

So one solution would be to get the angle between the center of the planet and the player, and then rotate along that angle. I’m just not sure how to effectively do this in Unreal.

Thanks again!