Don’t worry! I think you might be overthinking it a bit. It’s mostly going to be just simple math nodes.
Like, using the impact point, get the surface normal. That’d end up as your “wall’s forward” more or less. Then you’d figure out next if your character should follow the wall’s left or right. Then use “Set world rotation” using that to rotate your entire character, then rotate your static mesh to orient to the left or right, maybe with a bool based on if you’re following the left or right normal of the wall, as determined earlier in the code.
Wall running’s complicated.
But with many, SIMPLE nodes it can be done.