Cant rotate character when triggering overlap Events

Just As the title says. I’m trying to rotate a character 180° when a collision box detects an Actor ( more specifically a World Static Object).
I have a AddMovementInput(FVector(1.0f, 0.0f, 0.0f), 0.25f); always being called on OnTick()
The method in cuestion TurnCharacter() has a GetCharacterLocation() and a AddMovementInput() methods.
Here is the problem, the TurnCharacter Metod triggers butboth methods don’t.
Ive tried ir on blueprint and it doesn’t work either.

Constructor for the box

//box that checks for a wall, will change directions when so
FrontCollisionBox = CreateDefaultSubobject<UBoxComponent>(TEXT("WallDetection"));
FrontCollisionBox->SetupAttachment(RootComponent);
FrontCollisionBox->OnComponentBeginOverlap.AddUniqueDynamic(this, &AEnemyPaperCharacter::OnBeginOverlapComponentEvent);
FrontCollisionBox->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
FrontCollisionBox->SetCollisionResponseToAllChannels(ECR_Ignore);
FrontCollisionBox->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
FrontCollisionBox->SetCollisionResponseToChannel(ECC_WorldStatic,ECR_Overlap);

OnBeginOverlapEvent method and on Tick method

void AEnemyPaperCharacter::Tick(float DeltaTime)
{
	//Character is always moving Forward
	AddMovementInput(FVector(1.0f, 0.0f, 0.0f), 0.25f);
}

void AEnemyPaperCharacter::UpdateAnimation()
{
}

void AEnemyPaperCharacter::OnBeginOverlapComponentEvent(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, 
	UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSwep, 
	const FHitResult& SweepResult)
{
	//when collision box hits world static component
	//the direction of the movement vector  is inverted
	UE_LOG(LogTemp, Warning, TEXT("On component overlap called"));
	TurnCharacter();	
}

TurnCharacter()

void AEnemyPaperCharacter::TurnCharacter()
{
	
	
	SetActorRotation(FRotator(0.0f, 1800.0f, 0.0f));
	FVector Forward = GetActorForwardVector();
	AddMovementInput(Forward, 0.25f);
	UE_LOG(LogTemp, Warning, TEXT("TurnCharacter called"));
	

Ignore the 1800° rotation. It’s supposed to be 180°