How to prevent Actors being deleted at coordinates of +/-262,101+?

I haven’t looked thoroughly but I’m sure this is something others will want to know about and I am hoping to save myself the time figuring out where this is being done:
Currently my Actors (it seems to be only Actors with movement components) are being removed from the scene if they exceed a position on any axis by 262,100 (both negative or positive values).
It seems to be some sort of clean up for Actors with movement components if they exceed a bounding box; I’m not sure if there is a specific volume in play here but from a glance, I cannot see where whatever this is is set or how to deactivate it.

If anyone can provide the solution to preventing Actors from being destroyed outside of this bounds for myself and others reference, that would be great. Currently with this in place, it makes having a large or infinite world impossible; although, seen as I can’t seem to find any questions on this, I am sure it is something silly I am overlooking.

EDIT:
Although this has now been answered, I found this link that others might also be interested in for max world size - Which is the largest maximum size of land? - Community & Industry Discussion - Unreal Engine Forums

Because of the way floating point values work in computers, going too far away from the origin (too far away from 0) introduces instability and inaccuracy. This is a hardware limitation and isn’t going to change. (You can use double precision, which moves the problem further away, but there’s still a limit somewhere.)

So, what you have to do when you build an “infinite” world, is to build smaller sub-worlds, each of which is centered on 0,0,0, and then “jump” the player (and other actors) relative to the world when you switch from one world to the next.

There is actually support for this already built into Unreal Engine: Unreal Engine 4 - Introduction to Level Streaming - YouTube

I hadn’t considered the limitations being that low (2.6km in each direction from origin) as I am early into development and didn’t think I’d need to worry about level scale just yet. I have used level streaming but I am making a networked open world game which means the solution is a bit more complicated than simple origin shifting.

Thanks for pointing out that it is a hardware limitation; I will look into streaming levels for a networked game now.