Wheels - Implementation and Principal

The easiest way to achieve this would probably be to create a your own Movement Component that uses PhysX wheels.

It’s important to note though that pretty much all physics simulations are always approximations, since the real calculations are too CPU intensive. However they give a pretty solid approximation in most cases! The PhysX wheels should be just fine!

Really unless you want to write your own Physics Engine, I’d just use as much of the PhysX stuff as you can. Unreal already has a WheeledVehicleMovement system you can tie into (WheeledVehicleMovement.cpp)