For the first part of your steering, I believe you just need to transform of the wheels to pass to your animBP. I have a similar set up in which, the chassis is a sub skeletal mesh on the vehicle. In the animBP of the chassis skeletal mesh, I do a get owner, cast to Fgear vehicle, get the mmesh, get animinstance, cast to Fgear animinstance, promote to variable. I then promote the axles transform to variables on tick which I then use to transform the hub, suspension and control arms in the animgraph. The second part of your question, yes get normalized steering angle is exposed to BP and it works nicely for steering rotation. For changing the number of rays, I’m not sure you can change it at runtime. But I think you can set it in the defaults panel. Also you can switch between raycast and convex at runtime but remember to use the apply wheel options node afterwards