Car physics: Rigged car or rigid body based physics

Hello fellow Unrealers :smiley:

Rookie question here (I hope this is the correct place to ask :grimacing: )
I’m currently trying to create a basic car-game with better feel than the UE4-Cargame template.
I’ve tried some other projects from other peoples (like for example RETHREAD Community Project: The Advanced Vehicle Retread Community Project - Physics - Unreal Engine Forums), but I always get weird stuff happening, like on higher speed the car just drifts like nothing good.

Coming to my question:
What’s better for an easy look&feel?
Rigged car etc
or rigid body physics based car etc? (Here’s an example of that: New blueprint based vehicle physics - Unreal Engine 4 - YouTube)

I have 0 experience with physics so I can’t create that kinda stuff myself. I’d like to be pointed in the right direction:)
Goal is to have some mix between Rocket-League and Trackmania handling-wise but I just have no idea what I could/should use.