That looks like a custom plugin. You need to ask the author of that plugin for how to use the plugin.
In general, I can say that such a system would require that the terrain has one or more geo-referenced points (either the center, or each corner, or perhaps a denser grid) else there’s no way to translate between the coordinate systems, so the first thing I would look at, would be how the plugin you use expects to configure the relationship between “terrain object” and “georeferenced coordinate.”
Another option is to build an actor that lets you input georeferenced coordinates for a particular point in space. Then, when wanting to translate between a geolocation and unreal coordinate system, find the actors that surround the desired location in geocoordinate space, and interpolate their unreal coordinates based on the geocoordinates. As long as you have sufficient density of coordinate fix points, you will get a good enough result this way.
Thanks for the info, very helpful. Actually, I am the one trying to make this plugin. The blueprints are my attempts so far to do the conversion part of my plugin.
Actually, you gave me something I needed to figure out. Specifically that I needed one point on the landscape that was georeferenced then I could get the rest. I re-read Georeferencing a Level | Unreal Engine Documentation and this lead to
In Unreal, each Actor has coordinates defined relative to this level origin, so to know an arbitrary georeferenced location, we need to locate the engine origin on Earth.
I have a bounding box with coordinates when I select a map tile. I think all I need to do is get the long/lat of any corner and then use that as a refence for the same corner of the landscape. I will give it a try. Any additional suggestions are welcome. Thanks again.