You would need to adjust the direction of the steering programmatically with trigonometry.
From the car forward vector, look at location with B being a point on the spline you are supposed to follow.
Well, ok. Since you are new to it maybe a bit more info is needed.
Cars travel on roads. Roads are made with splines.
Fetching a point on the spline close to the car (or character) is fairly standard.
In this case, I would do it with a cone sweep though.
Because if the player turns opposite it will eventually disable the correction.
So, a cone sweep detects the spline, and calculates the point on the spline at the edge of the cone.
With that point, and actor forward vector, you solve the angle at wich the steering needs to be adjusted.
Then you slowly correct the angle the player is inputting by adding in a fraction of the angle you need and updating the needed angle.
The result should be similar to fake steering where you don’t have to do anything for the car to follow a path, but you can still have some control to alter the path / micro correct.
A cone being tighter at the start than further out, could possibly mean that some drifts will put you in a spot that auto steering cannot work.
You have to try it out and see where collisions happen…