MakeRotationFromAxes gives me wrong results

Hello Nicholas, thank you very much for your answer!

Sure, here is my test:
MyStaticMeshActor.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Engine/StaticMeshActor.h"
#include "MyStaticMeshActor.generated.h"

/**
 * 
 */
UCLASS()
class GEOMETRYRUN_API AMyStaticMeshActor : public AStaticMeshActor
{
	GENERATED_BODY()

public:

	AMyStaticMeshActor();
	
protected:
	virtual void BeginPlay() override;
	
};

MyStaticMeshActor.cpp
// Fill out your copyright notice in the Description page of Project Settings.

#include "MyStaticMeshActor.h"
#include "Runtime/Engine/Classes/Components/StaticMeshComponent.h"
#include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h"
#include "Runtime/Engine/Classes/Kismet/KismetMathLibrary.h"

AMyStaticMeshActor::AMyStaticMeshActor() : AStaticMeshActor()
{
	static ConstructorHelpers::FObjectFinder<UStaticMesh> Mesh(TEXT("StaticMesh'/Game/StarterContent/Shapes/Shape_Cone.Shape_Cone'"));
	GetStaticMeshComponent()->SetStaticMesh(Mesh.Object);
	SetMobility(EComponentMobility::Movable);
}

void AMyStaticMeshActor::BeginPlay()
{
	Super::BeginPlay();

	FRotator rotation = UKismetMathLibrary::MakeRotationFromAxes(-FVector::ForwardVector, -FVector::RightVector, -FVector::UpVector);
	SetActorRotation(rotation);
}

I get the same result of my second screenshot, with these values as rotation:
{Pitch=0.000000000 Yaw=180.000000 Roll=0.000000000 }