Solved the issue by moving all the code from the level blueprint to a blueprint created from the trigger volume and adding a .05 second delay right before the setActorLocation events. I also converted the forEachLoop to a sequence, and draw out each actor that way with a get node.
With these changes, it seems to work flawlessly. I believe there may have been some interaction faults between my drag-and-drop blueprint with this particular blueprint, in perhaps that all the events were firing simultaneously and running into problems.