Get Actor (Vehicle) Rotation without suspension dampening

I doubt this question will get answered but currently i need to get the rotation of my actor (vehicle) and GetActorRotation works but my math is giving me uncertain results because of the suspension. (See picture)

As you see in the picture, i want the rotation vehicles i would normally get without suspension but instead i’m getting weird rotation values because of the suspension.

have you tried MakeRotFromXZ, using your car’s rotation’s forward vector as X, and trace to get the floor’s normal as Z?