Hi there, just think about all the games you play. Each one of them uses floats for everything. Every software on earth lives with this “bug” since it’s just about floating point precision of the CPUs.
Rotation will be calculated with float anyway no matter what you try to do
If you want to use Integer you just make it worse for yourself since this is in fact the worst floating point precision
No need to worry about floats. No one does. It only matters in scientific and math-heavy applications which you are probably are not going to create
What you can do is to set the “Error Tolerance” when you compare Rotators (or Vectors). This is the “0.000100” Value you see in the node. You probably want to set it to 1 if you want to treat it as Integer. That solves the issues you think you will run into, but also can cause some others issues like ignoring smaller changes than 1.
Yep sure you can cast Integer to Float and Float to Integer if you need. Just Split the Rotator and plug the Integer value at the float pin, it will automatically create you the cast node. But be aware that you need to multiply your Input with DeltaSeconds to keep it framerate independent, so Integer is not useful in this case.