Data table add different value

Hi everyone
I want to add location of my actor in data table but different values added to data table.

the Actor location is (250,-70,30)(in Pic1) but the values in data table value is different (in Pic2)
anybody knows why this happened?

Actor.h

 #pragma once
    #include "Wall.h"``
    #include "Engine/DataTable.h"
    #include "CoreMinimal.h"
    #include "GameFramework/Actor.h"
    #include "MyActor.generated.h"
    
USTRUCT(BlueprintType)
struct FActorInformation : public FTableRowBase
{
	GENERATED_BODY()
public:

	
	UPROPERTY(EditAnywhere, BlueprintReadWrite)
		FVector location;
};
UCLASS()
class UIPCG_API AMyActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AMyActor();
	
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Animation, meta = (AllowPrivateAccess = "true"))
		class UDataTable* ActorInformationData;
protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;


public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

};

Actor.cpp

  #include "MyActor.h"
    #include "Wall.h"
    #include "UObject/ConstructorHelpers.h"
    #include "Engine/StaticMesh.h"
    #include "GameFramework/Actor.h"
    #include "Runtime/Engine/Classes/Engine/World.h"
    #include "Runtime/Engine/Classes/Components/StaticMeshComponent.h "
    // Sets default values
    AMyActor::AMyActor()
    {
     	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    	static ConstructorHelpers::FObjectFinder<UDataTable> DTBObject(TEXT("DataTable'/Game/NewDataTable.NewDataTable'"));
    	if (DTBObject.Succeeded())
    	{
    		ActorInformationData = DTBObject.Object;
    	}
    }
    
    // Called when the game starts or when spawned
    void AMyActor::BeginPlay()
    {
    	FString actorname = this->GetName();
    	Super::BeginPlay();
    	FActorInformation AF;
    	
    	AF.location = this->GetActorLocation();
    
    	PrimaryActorTick.bCanEverTick = true;
    	if(ActorInformationData!=nullptr)
    	ActorInformationData->AddRow("ActorOne", AF);	
    }
    // Called every frame
    void AMyActor::Tick(float DeltaTime)
    {
    	Super::Tick(DeltaTime);
    
    }