Have Collider Shape Attached to Bone, Move Perfectly due to Animation, and thus move entire object if collisions happen.

I have a plane, and it has wheels. I have a physics asset for this plane, using its skeletal mesh. The plane has an animation in which the wheels go up into the plane. I have created sphere collider shapes and have them attached to the bone and placed correctly on the wheel. I can preview the animation in the physics asset window, and see the sphere move with the bone properly.

I have an animation blueprint. The animation blueprint uses the evaluate node and takes in a float to move the wheels based on values I pass into the animation. This works on all the bones that don’t have a physics collider shape attached to them. If I delete the collider shape off the bone, the animation for wheel also starts to work.

I tried creating a constraint with linear Limits and angular Limits fully free. I also added Angular Motor - Target Orientation 0,0,0 with Strength to 999999 and Max force to 999999. Aswell as Linear Motor - Position Target 0,0,0 with strength to 999999 and Max force 999999. This makes my wheels snap physically to my rest position, but changing the animation still keeps it fixed in the position with no intention of moving.

I tried adding the physical animation component, and an animation profile for the wheel sphere colliders, and enabling and setting it all up through blueprints, but still the same result.

How does one do this.

Cheers.