Help needed for programming wheelchair movement.

I am working on wheelchair game. i want true two wheel based movement.
By true two wheel wheelchair movement i mean i have these inputs.

IA_RightWheelForward
IA_RightWheelBack
IA_LeftWheelForward
IA_LeftWheelBack
IA_RightWheelBrake
IA_LeftWheelBrake

When i tap only IA_RightWheelForward the wheelchair should rotate around left wheel.
Similarly when i only tap IA_LeftWheelForward the wheelchair should rotate around right wheel.
When i tap both IA_RightWheelForward and IA_LeftWheelForward then the wheelchair should move forward.
Same thing should happen for back inputs as well.

these inputs are not hold. the player will tap them. Meaning if the player taps IA_RightWheelForward once and it should accumulate the strength. and move based on the strength. Like if the player taps both wheel forward input 5-6 times the forward strength should accumulate and move forward.
Also i need a sudden surge of forward strength when the input is initially pressed then it should slow down

this is what i have right now.
https://www.youtube.com/watch?v=zdYaH9Ni7n4

the thing is am not satisfied by this current movement at all.
So i am asking for help here.
I would like to know how experienced engineers would handle this.
i tried looking into the epics choas vechicle plugin on youtube. and i dont think it would be usable here. as i want complete both wheel control. not sure about that tho.

The way to build that, is to build the wheelchair as a Pawn with a physics movement component. It should have two disc colliders for the wheels, and a box collider for the main body, and probably a sphere collider with zero friction in the front and/or back to prevent tipping.

Then make joints on the two wheels that have angular motors. Set the desired angular velocity based on the tap count input. Set the angular torque to some value that you tune based on how it should feel. When braking, the torque is ON and the desired velocity is zero; when freewheeling, the torque is OFF.

You can set up this behavior using angular constraints and angular motors: Physics Constraint Reference in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community

Hey thank you for you response. sorry i know this is really dumb.
But i am stuck in the first part. i dont see a physics movement component. in am on 5.7. do i use the AddForce node and setSImulatePhysics true on all three?
also I have three static mesh right now. Two wheels. and one main wheel chair base.
i really appreciate your answer. but iam having a hard time understanding on how i would implement your steps. If you have time whenever no rush, could you please go into bit more detail.