Well, finally found a way that works for my case, just need to do some value tweaks.
if ( mHasContact && mAccel > 0.0f && mLocalVelocity.X > 0.0f && mLateralForce.Size() > 5000.0f)
{
if ( mCurrentSteer > 0.0f && mLatFrictionForce > 5000.0f ||
mCurrentSteer < 0.0f && mLatFrictionForce < -5000.0f )
{
mLatFrictionForce = mLatFrictionForce * 0.1f;
mLngScale = FMath::Lerp(mLngScale, 6.0f, 0.02f);
}
}
else { mLngScale = FMath::Lerp(mLngScale, 3.0f, 0.05f); }
Now i can do this in a more easy way and better car direction control when slide:
Also i set steer gravity to 10 and their range to 100 for more precision, and edited the StandardInput steer with this:
mSteerInput = FMath::Clamp(mSteerInput * FMath::Abs(mHorizontal * 1.2f) , -mCurrentSteeringLimit, mCurrentSteeringLimit);
That (mHorizontal * 1.2f) takes the stick position too on steer, so it adds much more precision at any speed that only using the steer speed/limit curves in the editor.