Camera shake, Character stuck on the ground on high altitudes

I found these behaviors 100 0000 00 uu above the world origin.
Is it caused by float precision issue, and how can I solve it, and are there any other malfunctions in such large-scale unreal world?

It seems that the character stuck issue is caused by ‘SafeMoveUpdatedComponent’'s performing no movement in UCharacterMovementComponent::MoveAlongFloor():

SafeMoveUpdatedComponent(RampVector, UpdatedComponent->GetComponentQuat(), true, Hit);
float LastMoveTimeSlice = DeltaSeconds;

// here, I found that when the character was stucked, Hit.bStartPenetrating was true, and Hit.penetration depth was something like 0.0001
if (Hit.bStartPenetrating)
{
// Allow this hit to be used as an impact we can deflect off, otherwise we do nothing the rest of the update and appear to hitch.
HandleImpact(Hit);
SlideAlongSurface(Delta, 1.f, Hit.Normal, Hit, true);

if (Hit.bStartPenetrating)
{
OnCharacterStuckInGeometry(&Hit);
}
}

ok…just call SetWorldOriginLocation in the blueprint…