Issue with Truncating World Location of Actor in UE5

I have been experimenting with how big I can have a world and been placing an actor as far out from 0,0,0 as I can to see what problems there could be and I have a number on screen that tells me the location of the player. I take the float and I truncate it into an Integer and display it as an integer. Now the issue is this. If I place an actor at 2,100,000,000 it displays correctly telling me the actors location, however if I place the actor above that at say 3,000,000,000 it spits out a random integer number. If I do not truncate the number it gives a correct location number.

Can anyone else confirm this issue/bug?

I’d like to report the bug to unreal but for some reason their report form wants me to upload an error log, I don’t have an error log and I can’t submit without uploading one for some reason.

Doesnt really sound like a bug. But could be.
How are you truncating the number precisely?

Have you already looked into how a float is stored and what floating point precision does?

3 days and not one person has bothered to tell me there is an integer limit in the engine of 2,147,483,647
To be honest that is kind of ridiculous, this integer limit existed in UE4, why does a more modern Engine like UE5 still have this limit especially now that the open world is now several times larger than what was possible in UE4.

Its integer 4byte limit of universal signed 4 byte term. This is lack of your knowledge basic knowledge, not problem of others.