GetActorRotation unreliable values returned

This is what I get printed:

LogTemp: Warning: Roll: 0, Pitch: -1589661951, Yaw 16 LogTemp: Warning: Roll: 0, Pitch: 0, Yaw 1092616207

This is my code:

UE_LOG(LogTemp, Warning, TEXT("Roll: %d, Pitch: %d, Yaw %d"), GetOwner()->GetActorRotation().Roll, GetOwner()->GetActorRotation().Pitch, GetOwner()->GetActorRotation().Yaw); `` UE_LOG(LogTemp, Warning, TEXT("Roll: %d, Pitch: %d, Yaw %d"), GetOwner()->GetActorRotation().Vector().X, GetOwner()->GetActorRotation().Vector().Y, GetOwner()->GetActorRotation().Vector().Z);

The actor simple has Rotation (10, 0, 0) in the Editor.

The values returned are inconsistent, huge, and not the same as Editor Rotation?

The values are floating point, but you are printing them interpreting their bytes as integer.
Use %f to print floating point values.

(Also, format strings are dangerous for this very reason, and gcc/clang have special declarations that let the compiler warn about this in standard C library functions, but that magic doesn’t reach all the way to UI logging in Visual Studio.)