Set Physics Linear Velocity on an object using Local instead of World axes

I’m working on my first UE5 project, which is a little marble racing game. Since my character actor (a sphere mesh) uses physics, I’m having to figure out the controls myself. The intent is to swing the camera around the actor when you press “right” or “left”, and then propel the actor in the reverse direction (along the X axis) from the camera when you press “forward”.

The problem I’m running into is that when I propel the actor (sphere), using “Set Physics Linear Velocity”, it is propelling the actor on the X world axis. I’ve been looking around for solutions to this, and it looks like maybe using Transform Direction is what I want, but I can’t figure out how to get that working for my purposes.

Any ideas anyone has on this would be much appreciated (including alternative ways to get my control scheme working, if I’m just barking up the wrong tree)! I’ve attached my blueprints to show my current setup.

You can use GetForwardVector, GetRightVector, GetUpVector for your local directions of a body(mesh) or GetActorForwardVector/etc for the actor’s forward/etc. Multiply the GetForwardVector by your force scalar to move forward (relative to body/actor). You also have addforce and addimpulse to drive physics bodies too if you want to ‘push’ it.