Alex from what I seen on the behind the scenes cut. They didn’t use animation on the car. They used film, and mocap. So this was Ue4 that retargets a body on their actual car. The wheel images your seeing are of the actual film, and weren’t created in engine. Old school game tricks change wheel image as vehicle speeds. So you would start with a transparent texture, and move to one pre blurred, and basically play a flip book with the vehicles speed. This is really evident in games from the 90’s. As sometimes when turning corners in a game like test drive 5 you’ll notice the blurred image being stuck, and not moving at all. So in the 90’s essentially you placed a round pane at the edge of the wheel, and have about 8 textures that are blurred. Speed up the flip book as your car speeds up, but if speed decelerates below set amount than go back to transparent to show the wheel. Even new games are doing this, but without the pane. You can watch a project cars video like this. https://www.youtube.com/watch?v=SNKjM-LHLdk and see that real physics dont apply. I think the cv joints in rear axle sometimes slow down as car goes faster, and at times the wheel images will glitch, and get stuck. Problems happen when hooking turns, or doing burn outs. because it doesnt detect wheel spin, but speed.