Your computer probably won’t be able to handle that - 16bit files are large to begin with. anything above 4k pixels in size is already a stretch to work with in terms of computation times/read from disk off an m.2.
So I should do the opposite? Break down the heightmaps further? Maybe 2k? But how would I keep track of which is which? Should I use a naming convention like map_X0_Y0 and so on? Also, when everything is done and we import into unreal, this 2k maps would be imported as individual meshes? Then I would have to manually position one next to the other in the level remembering which is which?
On a side note, my heightmaps are 2m resolution. If I understand this correctly, 1 pixel = 2 meters? Therefore the map is being scaled down (getting smaller)? Or is this just something visual (terrain quality) that doesn’t affect actual size?