Fixing the Vehicle class in UE4 starting with NWheel implementation.

I’m pretty sure most sims setup things like this or with similar concept as it makes it simpler to handle forces: you have to calculate the related forces around the chassis anyway. That being said, I seriously doubt those wheels are actually using rigidbody to rigidbody collisions for ground contact in any of them. Even if generic physics engine had soft body physics support, I wouldn’t count you could use it for tire modeling purposes as it’s a very complicated subject.

If you don’t want/need to model proper tire flex, you’ll still have issues to solve with rigidbody contact and collisions. If you just have a rigidbody against another rigidbody, it can bounce on top of the surface. That’s also the reason it will start acting weird when you get to higher speeds/uneven surfaces and either collision responses overshoot or wheels suddenly loses contact when you’d expect it to be on ground (you wouldn’t want to drive 200km/h with a car equipped with rigid cartwheels in real life either).