So after a bit experiments, I was able to do a multiple body rig simulation without chaos and vehicle components just using blueprints and existing components. Of course I used some black magic but its ok.
So what I did just created a pawn class and one suspension component which is in the base a scene component.
Added a compression variable in this scene component since we will need to access that.
Then we need to build the vehicle.
Made 2 spheres one for follower one for the thruster, our horse, pod.
They are basically simulated a bit lower center of gravity with a little bit higher inertia tensor scales. This tensor scales will help us a lot stabilizing the movement and forces in the vehicle and make it predictable. Both of the objects Thruster and Follower has same settings, can be different though depending on the gameplay aspects we want to nail down. Also around the spheres made 4 suspension component creating a square/rectangle, we will use these points as reference to add stabilization and suspension forces.
Added my camera simply with spring arm and set pawn control rotation (can be different)
Added a physics constraint between them with some simple setting generally a limited free spring vibe.
In the vehicle made in movement input or simply used the existing one in template and set its action values to a variable including the completed status. Added a mouse look and add some controller inputs to be able to look around.
Enabled engine async physics tick in project settings also in the actor set use async physics tick

Get the physics tick event and start applying some forces on thruster. Get left right vectors , multiply with inputs and apply force.
After this we need to make a custom suspension and a gyroscopic stabilizer. Which can be done in many ways I just take a bit shortcut over there not to over complicate things.
So after the tick we start adding these suspension forces for each suspension component, simply 4 functions for thruster and 4 functions for the follower
For this function we input the suspension component and the primitive its connected to.
Its a bit long so i made also a snippet here https://dev.epicgames.com/community/snippets/eOJe/unreal-engine-custom-physics-suspension
So what this does is basically the same like mover or MVS but a much simplified version of it we can say. It traces the ground at a distance then calculates a compression on the suspension (0,1) - I also made a curve value on it so it can be more controllable something ease in would work.
I get this value and multiply by the max suspension force, you can try error a good value there and after save as a local value RequestedSpringForce, this is what spring wants to do raw.
Then we calculate a difference between ticks to estimate the velocity of spring here.
We multiply this with linear damping scalar and suspension force again to create a dampening counter force. Additionally can be clamped this value it creates stabilization. We get this dampen force and subtract from raw requested one , afterwards we multiply it with the impact normal to create a nice directional force and apply force at component location.
This is generally enough however since we don’t have a chasis or rollbar applications, i basically created a gyro functions on physics bodies after the suspension functions complete.
Simply we get the physics body, get its angular velocity and apply a torque. Similar to what we talked on the previous posts.
We should possibly do this for all rigid bodies simulated in a chariot , can be different setups though.
The results.
So this is a prototype no additional forces like friction , rolls but its quite stable even now.