You could eventually set the forward input to 0 when your quad touch something and then use the braking settings from the movement component of your character to make it stop with some “elasticity”…
But honestly, I don’t feel confident with discuss this thing because I’m much more an animator than a coder and in my case, I just prepare several hit and stop animation that I can play, according to the hit tests of my trace and the actual speed of the chara at the moment of the touch.
Maybe our two problematic are really different