You don’t. The value of the color in the heightmap (which is 16bit, so 1 to 65535) drives the height.
If you have multiple on top of one another (doesnt need to collide) you just need to also do that math:
Object position + heightnap color = local altitude = different layer to paint.
And if you use it as that - to paint a different layer - its probably also less costly performance wise.
Created before the spawn takes place in this case.
Doesnt matter.
Grassmaps are computed in editor only now that i think about it. So its never going to work using grass nodes if you spawn differeng things procedurally at runtime…
Test a packaged build.