Actually is the only part I can help with at the moment, but I feel the same way about the vehicle setup as it currently works, it’s great but has some small issues that I would like to fix/modify in code. I am also digging through the vehicle code to see what can be done, and will start making changes soon as well.
is entirely true, but the spheres are needed in order to work, but don’t really do anything. For open-wheeled vehicles (I’m assuming you have a dune buggy, or similar setup where the wheels are outside of the body) without adding any new geometry will cause the wheels to drive right through objects. The only way I have heard of to fix is adding a mesh over the wheel (like a fender), then it will be counted as part of the body.
Or you can try adding another primitive component (box) to the base mesh in the Physics Editor (so there are 2 boxes attached to the mesh), then scale down the box and place it over one of the wheels (make sure the box will not hit the ground), then test that wheel out, if it works, place one on each wheel.
can be done without code actually, I have attached an image at the bottom of post showing the input settings, for steering you only need the one Gamepad Left X, then in the vehicle blueprint details you can adjust the the “Vehicle Input” section, there is a value where you can adjust the rise/fall factor for the input, I recommend using 1.2 & 2 for the two values.
All of that can be done outside of code as well, I will search for a little bit here, there is a video showing off a system with 50 bones (roughly), it is really advanced, but surprisingly simple. I will post you a link here when I find it
**EDIT - And here it is: Xenomata UGV [possibly eternal WIP] - Film, TV & Animation - Epic Developer Community Forums
**EDIT # 2 - Removed the image, sorry I misread the. I will play with the settings again to see if it is possible to do a 1:1 ratio on the input and get back to you.