You cannot.
The size of the land is given by the Scale (x/y) of the landscape * the pixel size of the heigjtmap.
100*2560 = 2560m (usually squared).
Changing that x/y scale value will drammatically drop the quality and usability of the landscape (or reduce it to completely unusable if you reduce the number instead of increase it).
Another consideration.
Since you probably are dealing with “only” 4km^2, measures mean absolutely nothing.
Unreal is flat, heightmaps are usually esri flat. The world is not.
The real distance between 2 corners of a 4km*2 map is going to be heavily affected by sphereic calculation errors.
Say you put the colosseum at one corner and the Tevere’s river bend around Tor de quinto to the other, your real world distance is probably around half a km short or more compared to what the heightmaps you can source without a more apt Esri spherical approximation will give you.
In short.
Talking “distance” on anything heightmap related is wrong/incorrect/inaccurate, possibly just silly (particularly on bigger sizes where the calculation error exceeds 20km of distance and the map spans across several different Esri approximations that introduce heavy distortion).
Now, if you are doing anything at all archeological, i suggest steering away entierly off this engine.
Work your stuff in DCCs, perhas Houdini, and figure out how to introduce a more proper speherical approximation into your world’s meshes.
Once you have that, agnostic of any rendering engine, and possibly checked and re-adjusted based on Local Lidar readings, only then should you be looking to put stuff into an engine.
Obviously, by that point you wouldn’t be using the landscape or anything which can compromise your otherwise accurate readings…