Correct settings when import of heightfile

Greetings.
I am in win11 with UE 5.44

I try to set correct parameters for import of a 16 bit, greyscale, size 8129x4096 pixels file, which contains height values (between -256 to +255.992, after wrapping by ue 5.44.
(read from a python script. (real time resolution is 1:10 1pixel=1 meter).

The input of parameters before import is as shown in attached pic.png file.

From MS copilot I should do following calculations for input parameters:
(highest height value, read from a python script, is 255,992)
Zscale = (100xX)/511.992 = 49.9992

100 is converting to cm
X = highest wrapped value in height file

Zplacement = (255.992+(-256)/2)×100= -0.4
highest wrapped value = 255.992
lowest wrapped value = -256
100 = conversation from meter to cm.

Can someone confirm if calculations are wrong or correct?

Reason why I ask is because Im getting some kind of walls around my imported landscape.
Trying to place (by a python script) my game character ingame by giving
real world E N coordinates from EU89 zone 33 also misses bulls eye by some offset. I suspect its caused by missplacement of my height area.
(my height file is rectangular shaped.

Thank You for any advices.

Here is a cut from landscape after import.
1: just a white rect drawn directly on heightfile before imjport. its on lowest rightmost part of heightfile.
2: Top of “wall”
3: Right side “wall”
4: Corner of UE’s overall resolution area(8671x4591). The heightfile is 8129x4096 pixels
Topside and left side is without any “walls”
QUESTION is: How do i set parameter(s) so that UE5.4 res = res of heightfile?
Thank You for any help. Image pic2.png attached (color res reduced to 16 bit)

You probably cannot.

Unreal can only support some (power of 2 plus 1) sizes.

You are trying to do something you shouldnt even be trying.

Textures - all textures / image files / heightmaps- should always be powerof 2 squares.

Re the calcs.
Try and review my posts for the accurate ones.
What you got could work, but probably wont.

The height is based on 65535 - max value of a 16bit pixel.
Not ± 256 - the value of a non 16bit color which also makes 0 sense given values below 0 are not a color.

Regading the missing of coordinates.

Of course it misses.
Have you ever noticed that earth isnt flat?

Well unreal is a flat earthers wet dream.

For coordinates to somewhat match, you have to correctly scale to the right esri representation of the heightmap - which is also an approximation based on a biased sphere model.
This can be near impossible if the map you choose falls in the middle of a standard definition. In that case you have to accept a macimum of a 3 to 4km distance discrepancy between actual world distance and the map you created.
(Assuming unreal map sizes. If you stray off and have 224km^2 of a map, then its more like 40 to 80km discrepancy between corners).