Changing the Z on the location of the landscape does not change the actual landscape height location.
Here are some examples to explain.
New landscape is at sea level 0 You can see this by looking at the blueprint actor Z height which when zero intersects the landscape plane. A positive Z height on the blueprint actor moves it above and a minus for below. This is working as expected. The problem is when I import a certain heightmap the landscape is not at 0 even if I change the Z location to 0 for the landscape. Again you can see the actual height location of the imported landscape by seeing the location of the blueprint actor.
New blank landscape demonstrating what the Z height the landscape should be at, look at the Z height of the blueprint actor. This shows that the landscape is actually at zero.
When I move the blueprint actor up the Z height goes up as expected.
Now the problem is on this next picture showing the imported landscape. In this picture you can see that the blueprint actor is at -24550.0. This is the true height level of the landscape which should be 0. Note in the next picture you can see that the landscape Z height is already set at 0
Picture showing landscape Z is already at 0 even though this is not the true landscape height.
So my question is how do you reset the landscape to be back at 0 height sea level even though the Z height is showing 0? Without changing any of the landscape features. I will need to be able to change the landscape Z scale which should only affect the sculpted features however it does seem to move the landscape. I don't really understand that.
A 16 bit height map has a range of -32768 to 32,768, so the "height" is determined in your height map file. If exporting from something like World Machine then add a constant value to the heightmap before exporting.