Editing the Simple Wheeled Vehicle Blueprint
Now that we've created a Simple Wheeled Vehicle Blueprint, we can start to set up our simple vehicle movement. So, if your vehicle mesh is ready and you have already setup your wheels, then you will be able to
apply vehicle-like properties to arbitrary objects that do not require the drive-train or simulation of a normal vehicle.
Double-click your SimpleWheeledVehicle Blueprint from your Content Browser to bring up the Blueprint Editor.
In the Components window, use the Add Component button and add a Skeletal Mesh component.
Then click and drag the Skeletal Mesh component onto the DefaultSceneRoot component. This will make it the root for this Blueprint.
With your Skeletal Mesh component selected, set the Anim Class to your vehicle's Animation Blueprint and then assign your Skeletal Mesh.
Return to the Components window and add SimpleWheeledVehicleMovement component.
With the SimpleWheeledVehicleMovement component selected, in the Vehicle Setup section click the down arrow to expand Wheel Setups and then click the + to add your wheels.
For each wheel (0-3):
The Bone Name in the above image is specific to this Skeletal Mesh.
The order you assigned the wheels has no bearing on if it is a front or rear wheel, only the Bone Name and Wheel Class have any effect.
If you need more than 4 wheels, you can click the "+" icon next to the Wheel Setups property to add more.
At this point, assuming your vehicle is not substantially larger than a minivan, the default values will be a good starting point to start testing.