So… first of all, its Tire.
with an i.
Second thing.
First, you need a variable to be able to set a scalar parameter that returns the Normal of the impact point of the tire (or the car since a general value is probably best here)
to do this you can either generate 4 different ray trace results - one per tire, or a single one on the root of the car.
Then ontick, or with an event, change the stored value of the incline.
Now, create a flat tire height map texture, and in the material rotate the texture to match the angle of the tire or car.
since the tire rotates, this value has to also constantly rotate along with the speed factor of the car in order to look “flat”.
A more mathematical solution Would be to use the angle to detect all the UVs tha point toward a range to the angle, and use those as a mask to “flatten” the tire.
since pixelws is affected by tessellation this may return odd results though.