Possible wrong document about Landscape's "Heightmap Z Scale"

Hello.
In UE5.1 document about " Calculating Heightmap Z Scale", Landscape Technical Guide in Unreal Engine | Unreal Engine 5.1 Documentation , it is said that “by using values between -256 and 255.992, stored with 16-bit precision”, and “Calculating a custom height requires the use of a ratio to convert your custom height value into the -256 to 256 range that Unreal Engine uses. Since the height range is a total of 512 units (-256 to 0 is 256 units and 0 to 256 is another 256 units), the ratio is 1/512 or 0.001953125”.
However, when I try to access height map value, (using FLandscapeEditDataInterface SetHeightData GetHeightData ), I am working with uint16 data. And values from 0-65526 are valid. So I don’t know how it can be mapped from -256 to 256.
I also did test, which shows that when Z scale is 100, the height value increasing 128 then the landscape is 1 meter higher. So the ratio should be 1/128 other than 1/512.
Is there something wrong in my test, or the document is expired and inaccurate?

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I also have this query, my heightmap always be flat following the z-scale guide, so i also checked the used GetHeightData actually has 0-255(or -127 to 128) since it used (X - 32768)/127 * z-scale.

who can give some advise about how to generate z-scale to actually reflect the real world heightmap?