Vehicle physics I coded purely using blueprints in Unreal Engine 5.
Completely frame rate independent using Async tick plugin UE5.1
Uses sphere trace instead of line traces for accurate collision, fully adjustable on runtime, you can change pretty much anything any time. If you have any other questions let me know in the comments down below or on my discord server: / discord
Placeholder engine sounds recorded from AngeTheGreat's Engine Simulator. He's a great guy you should check his out his channel here: / @angethegreat
Placeholder car model from Sketchfab: https://sketchfab.com/3d-models/carto...
HUUGE Thanks to @marcoghislanzoni
Feedback is appreciated and stay tuned for more game updates!