it is not possible to animate a bone of the car if it has a physics body attached
there is a call to mesh->SetAllBodiesSimulatePhysics(true) in vehicle beginplay, that’s the reason, I guess i’m gonna remove that.
setting the wheel bone name at runtime crashes the engine
just tried that without a problem. even setting an invalid bone name shouldn’t cause a crash, can you send a crash log or a specific test case.