New update!
Went through and added a couple different tree types, and a couple gravel definitions to the track.
What? Why?
What: The Foliage system in UEFN lets you "paint" down areas where it will "plant" static meshes of whatever you defined should be in that zone. You can tell it how far apart each one is supposed to be and what kind of scale variations to have in that area. You can see in the first screenshot above, the tree "wall" behind the castle (and in the top right corner), and the rocks on the track are Foliage. The great thing about them vs the "hero" objects, is that they're all in grouped instances and batch render together very quickly.
Why: The additional rocks on the track repeat in a much different way than the dirt textures, so that's a lot of VARIETY, and that also increases the feeling of speed as you zoom past them. Likewise, the far trees add another layer of PARALLAX, and add depth to the scene.
You can see how things feel much more "full" in this screenshot, without seeing the sky everywhere.
The rocks on the track, as mentioned, help sell the speed that you're going. They're all set to not have collision, because that would be a bad experience (if you were getting knocked around by gravel).
Again, the twisted "hero" trees at the edge of the track, and the more decorative "ambient" stuff in the background.
Next?
I actually want to do another foliage pass, if it lets me add custom meshes to RR... needs some Clover patches, etc.
I also need to make sure this holds up well on mobile (not that tons of people are playing RR on mobile, just wanting to make sure I'm aware).