In construct you have many choices.
you could use the projectile's angle - projectile.angle
or if the projectile is a bullet - projectile.bullet.AngleOfMotion
you could use the angle between object and projectile - angle(object.x,object.y,projectile.x,projectile.y)
And there are more options depending on behaviours used.
Also you could mess around with sin and cos, but I have never needed those myself.