When I press play my doors all move to align with their original placement rotation

I have placed several doors which are at different rotations to accommodate being on different walls. However, as soon as I press play, they all reset to the original rotation from when they were first placed. They can still be triggered by my trigger volumes but they are already open so it is pointless. I’ve included my OpenDoor.h and OpenDoor.cpp code below.

OpenDoor.h

##pragma once

##include “Components/ActorComponent.h”
##include “OpenDoor.generated.h”

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCAPE_API UOpenDoor : public UActorComponent
{
GENERATED_BODY()

public:
// Sets default values for this component’s properties
UOpenDoor();

void OpenDoor();
void CloseDoor();
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

protected:
// Called when the game starts
virtual void BeginPlay() override;

private:
UPROPERTY(EditAnywhere)
float OpenAngle = 0.f;

UPROPERTY(EditAnywhere)
ATriggerVolume* PressurePlate;

UPROPERTY(EditAnywhere)
float DoorCloseDelay = 1.f;

float LastDoorOpenTime;

AActor* ActorThatOpens;
AActor* Owner; //the owning door

};

OpenDoor.cpp

##include “BuildingEscape.h”
##include “OpenDoor.h”

// Sets default values for this component’s properties

UOpenDoor::UOpenDoor()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don’t need them.
PrimaryComponentTick.bCanEverTick = true;

// ...

}

// Called when the game starts
void UOpenDoor::BeginPlay()
{
Super::BeginPlay();

Owner = GetOwner();
ActorThatOpens = GetWorld()->GetFirstPlayerController()->GetPawn();

}

void UOpenDoor::OpenDoor()
{
//set the door rotation
Owner->SetActorRotation(FRotator(0.f, OpenAngle, 0.f));
}

void UOpenDoor::CloseDoor()
{
//set the door rotation
Owner->SetActorRotation(FRotator(0.f, 0.f, 0.f));
}

// Called every frame
void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

//poll the trigger volume
//if the actor that opens is in the volume
if (PressurePlate->IsOverlappingActor(ActorThatOpens))
{
	OpenDoor();
	LastDoorOpenTime = GetWorld()->GetTimeSeconds();
}
//check if its time to close door
if (GetWorld()->GetTimeSeconds() - LastDoorOpenTime > DoorCloseDelay)
{
	CloseDoor();
}

}