Convert float to Fstring

FString::SanitizeFloat(floatValue);

FString::SanitizeFloat(GetOwner()->GetActorLocation().X)
FString::SanitizeFloat(GetOwner()->GetActorLocation().Y)
FString::SanitizeFloat(GetOwner()->GetActorLocation().Z)

For the beginners here, who have problems.

You can combine this for the UE_Log Marco output like this:

FString ObjectPos = " X:" + FString::SanitizeFloat(GetOwner()->GetActorLocation().X) + " Y:" + FString::SanitizeFloat(GetOwner()->GetActorLocation().Y) + " Z:" + FString::SanitizeFloat(GetOwner()->GetActorLocation().Z);

// Called when the game starts
void UPositionReport::BeginPlay()
{
	Super::BeginPlay();

	FString ObjectName = GetOwner()->GetName();
	FString ObjectPos = " X:" + FString::SanitizeFloat(GetOwner()->GetActorLocation().X) + 
						" Y:" + FString::SanitizeFloat(GetOwner()->GetActorLocation().Y) + 
						" Z:" + FString::SanitizeFloat(GetOwner()->GetActorLocation().Z);
	UE_LOG(LogTemp, Warning, TEXT("%s is at%s"), *ObjectName, *ObjectPos);
}

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