Created some kind of barren/rocky ground material with some junk thrown in.
As a base, I started from some Megascans materials and threw them into Designer to heavily tweak them. This way I got the exact look I wanted and I could create some variations (like adding puddles) that I could blend in a simple ground shader for Unreal 4.
The shader is nothing too fancy. I blend each material (material functions) using some simple vertex paint. Could have used a terrain shader as well (don't wanna constantly recompile when painting). Some world displacement (tweaked by the camera distance).
I use world aligned UV's so every material has a consistent size and I don't have to worry about uv's and tiling. The Unreal4 triplanar node is quite expensive since it relies on doing 3 lookups per texture so I use my custom cheaper one.