FGear Vehicle Physics (v1.4)

Hi, I need to ask a few more questions:

My vehicle has open wheels and the entire traction, suspension and steering mechanism is visually exposed, so the movement animations will be done through blendspace, and to guide these animations I need some variables that I don’t know if they are exposed in your plugin.
The variables are:
The normalized travel position of each suspension or a local normalized wheel Z position.
The local rotation of each wheel on the Y axis (spin) and the local rotation of the kingpin (to turn the wheels, I saw in an old post here that there is a function called getNormalizedSteering, if it is exposed in BP, I believe that is enough ).
(Other plugins and the Unreal vehicle itself use a combined rotation (spin and turn) for the front wheels, making them turn on their own axis, I need these separate rotations because of the distance between the kingpin and the wheel.)

Another question is that the vehicle has a double wishbone suspension, which causes the wheel to move laterally according to the movement of the suspension. Is it possible to manipulate the position of the physical wheels at runtime?

Regarding multiple raytracing, is it possible to vary the angle between them or is it something fixed? For performance, I would like to have fewer rays spread out at a larger angle.
The beginning of this video exemplifies it well: https://www.youtube.com/watch?v=nxH6LNCgqU4

Can the sounds and effects contained in the plugin example project be used in commercial projects?

Thanks