Thanks. That solved it. The working code:
for (TActorIterator<AActor> ActorItr(GetWorld()); ActorItr; ++ActorItr)
{
APlayerController* PC = Cast<APlayerController>(*ActorItr);
if (PC)
{
GlobalPositionOfSoldier = PC->GetPawn()->GetActorLocation();
GlobalRotOfSoldier = PC->GetPawn()->GetActorRotation();
}
}