Tweened CFrame is making my pre-defined Orientation/Angle reset back to 0

I need to make this beam attack not have its orientation reset to 0 from a CFrame tween I have, here is a video of the issue if you need it (2021-09-19 18-54-15), I’ve tried putting the Angle after the tween, using Vector3s for some reason… and basically everything I could find/think of. Here’s the code:

local Beam = Meshes.Beam:Clone()
			
			local origin = dummyHumrp.CFrame
			--local direction =  arg[4].CFrame.lookVector
			
			Beam.Parent = arg[3]
			Beam.Anchored = true
			Beam.CanCollide = false
			Beam.CFrame = origin
			
			local ArcHandle = Instance.new("ArcHandles",dummyHumrp)
			ArcHandle.Adornee = dummyHumrp
			
			local ArcHandle2 = Instance.new("ArcHandles",Beam)
			ArcHandle2.Adornee = Beam
			
			local radius = 1.5
			local newSize = 150
			local timeInSeconds = 6
			local endSize = Vector3.new(radius, newSize, radius)
			local endPosition = Beam.CFrame * CFrame.new(0,0,(Beam.CFrame.Z/2) - (newSize/2))
			Beam.CFrame = Beam.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0)
			
			TweenService:Create(Beam,TweenInfo.new(timeInSeconds,Enum.EasingStyle.Linear),{Size = endSize, CFrame = endPosition}):Play() --the cframe resets the angle

i figured it out… AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA