bRotateToDesired = true;
	DesiredRotation = Rotation;
	DesiredRotation.Yaw = YawAngleToClosestEnemy();
	RotationRate.Yaw = 10000.0;
(The pawn's physics is PHYS_Walking)

This code is in one of my player pawn's states. However, bRotateToDesired is reset to false the next tick somewhere else in Unreal's code. MyController's code isn't doing anything at these moments.

Is there a way to keep bRotateToDesired from being reset to false?

Also is RotationRate a rate in terms of rotation units per second or tick?