Actor not rotating/moving correctly

Hi,

I am trying to rotate 4 rectangular, moving platforms so that they go from this sort of shape ¬ to a backwards looking L:

So basically, I want it to rotate 90 degrees.

I have some code already but it just does not seem to work:


	if (bNoSpawn == true)
	{
		for (TActorIterator<ALevelGen> ActorItr(GetWorld()); ActorItr; ++ActorItr)
		{
			ActorCount += 1;
			if (ActorCount == 1)
			{
				Actor1Position = ActorItr->GetActorLocation();
			}
			//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, ActorItr->GetActorLocation().ToString());
		}

		//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::FromInt(ActorCount));
	//	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("Bool: %s"), bTurnLeft ? TEXT("true") : TEXT("false")));
		if (Actor1Position.X <= -500 && ActorCount == 4)
		{
		//	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Actor position is less than value"));
			FRotator ActorRotation = TypingRunCharacter->GetActorRotation();
			if (bTurnLeft == false)
			{
				//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Turn right"));
				ActorRotation.Yaw += 90 * DeltaSeconds;
				//TypingRunCharacter->SetActorRotation(ActorRotation);

				for (TActorIterator<ALevelGen> ActorItr(GetWorld()); ActorItr; ++ActorItr)
				{
					ActorCount2 += 1;
					FVector ActorPosition2 = ActorItr->GetActorLocation();		
					ActorItr->SetActorRotation(ActorRotation);
					ActorPosition2.Y = 0;
					//if (ActorCount == 1)
					//{
					//	ActorPosition.X = 0;
					//}
					if (ActorCount2 == 2)
					{
						ActorPosition2.X = 8000;
					}
					else if (ActorCount2 == 3)
					{
						ActorPosition2.X = 9000;
					}
					else if (ActorCount2 == 4)
					{
						ActorPosition2.X = 12000;
					}
					ActorItr->SetActorLocation(ActorPosition);

				}

				SetCurrentState(ETypingRunPlayState::EPlaying);
				bNoSpawn = false;
				ActorCount2 = 0;
			}
			else
			{
				//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Turn left"));
				ActorRotation.Yaw -= 90 * DeltaSeconds;
				//TypingRunCharacter->SetActorRotation(ActorRotation);

				for (TActorIterator<ALevelGen> ActorItr(GetWorld()); ActorItr; ++ActorItr)
				{
					ActorCount2 += 1;
					FVector ActorPosition3 = ActorItr->GetActorLocation();

					ActorPosition3.Y = 0;
					//if (ActorCount == 1)
					//{
					//	ActorPosition3.X = 0;
					//}
					if (ActorCount2 == 2)
					{
						//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Actor Counter = 2"));
						ActorPosition3.X = 8000;
					}
					else if (ActorCount2 == 3)
					{
						ActorPosition3.X = 9000;
					}
					else if (ActorCount2 == 4)
					{
						ActorPosition3.X = 18000;
					}
					ActorItr->SetActorRotation(ActorRotation);	
					ActorItr->SetActorLocation(ActorPosition);
				}

				SetCurrentState(ETypingRunPlayState::EPlaying);
				bNoSpawn = false;
				ActorCount2 = 0;
			}
		}

		ActorCount = 0;
	}

I’m checking where the platforms end up and they’re all here:

X= -10 Y = 0 Z = -179337712

But if I frame skip to the point where the platforms should rotate, the Z coordinate stays at 0 (which it should) but the X still goes to -10 for each of them.

Occasionally, this doesn’t happen.

Any help would be greatly appreciated.