The Re-Inventing the Wheel Thread

If I recall correctly they are simply rigid bodies connected by physics constraint to a static mesh of the carriage.

In case if someone wants to use PhysX classes for this than NoDrive class is a way to go. I’m not sure if pulling one PhysX vehicle by another can work in UE4, it should work as long as they behave as physics simulated entities and not kinematic like pawn for example.of carriage.