I was able to get vehicles working with 4.13
There are a few gotchas. You are not reporting the problem I was having.
Don’t use Kinematic on the tires leave it as default.
When rigging the root bone orientation is Critical, be sure to have it with no rotations applied, if it does bake them in and reset the transform before continuing.
Use spheres on the tires instead of the funky shapes.
The measurement of your wheels can be taken from the spheres in the physics asset then applied to the wheel blueprint (this should be automated)
The offset for collision on your wheels applied in the vehicle blueprint start with 0 and if your vehicle falls over then extend them out on the y plane.
Using the in game editor with car placed, locate your physics center of mass and make sure it is placed correctly.
I would guess your issue is related to your wheel configuration.
So fix the shapes around them in the physics editor, modify the size of them in the wheel blueprint, adjust the collision offset applied in the vehicle blueprint.
Edit:
Here is a decent link:
Also, for the physics asset, delete all the auto generated stuff and create the Box around your Vehicle_Base and a sphere around the tires is the easiest approach.