The UE vehicle seems to have some “magic” forces that make it very hard to flip a car over, even if I deliberately try to by going fast with the left half onto a ramp, or setting tire friction high and making abrupt turns.
In other physics engines, I’ve made arcade cars that have good handling with rays for wheels, a physics box for the body/chassis, and a low-but-not-bottom center of gravity. Plus appropriate anisotropic friction and slip coefficients for the contact patches. How close to that can I get in the UE vehicle model? Specifically, changing the COG and changing the tire contact patch friction anisotropically, as well as turning of any “magic” forces, would be very helpful – is that exposed, and to what parameters?