All wheels on vehicle rotate regardless of their bound VehicleWheel Blueprint

Hey, I have strange behavior with my vehicle, All wheels rotate regardless of my back wheel blueprint being set to have a steering angle of 0.

I have noticed that if I set both front and back wheel blueprints to 0 steering angle no wheels rotate, and if I set front wheel blueprint to have steering angle of 0 and make the back wheel blueprint have steering angle of 70 then all of them rotate again?

I have followed the setup guide on the documentation

Even using a vehicle from the unreal tutorial on YouTube.

I have checked countless of times just encase I am miss spelling bone names but that isn’t the case, it just seems to be using the highest value steering rotation found in any of the vehicle wheeled blueprints!

Back Wheel Blue Print

Front Wheel Blue Print

Animation Blueprint

Wheeled Movement input on my vehicle pawn

Any idea why this could be happening?
I’ve been at this for around a week and this is my last hurdle :frowning:

Oh and this is my code for setting steering input (it gets clamped between -1 and 1 in the set steering function)

void ATruckPlayerController::ProcessWorldPoint(const FVector& WorldPosition)
{
	if (MovementComponent)
	{
		FVector direction = (WorldPosition - Truck->GetActorLocation()).ClampMaxSize(1.0f);
		float d = FVector::DotProduct(direction, Truck->GetActorRightVector());
		MovementComponent->SetSteeringInput(d);
	}
	
}

Thanks,
Nick

p.s. sorry if this was in the wrong top, I didnt know if it was a BP issue or C++ or just using the vehicle setup in general.

Same here, did you find a fix for this?

Hey, so I fixed my issue.

It’s as you describe so I hope it helps you.

I changed the order in which I assign the wheels.

My order is:

Left front

Right front

Right back

Left back

That fixes it for me.

Thanks for this answer, I had the exact same problem and this fixes it for me too.