Update positions of WheeledVehicles not defined as pawn

I have a simulation in which a lot of vehicles drive around by themselves (by their own AI, not by a human driver) and want to use the Wheeled Vehicles for that, because I can then simulate the wheels spinning and turning in an easy way. However, I can only find that they should be moved by setting the throttle, brake and steering wheel. Instead, I have a location and position vector every frame and would like to use that to update their position and movement, for example via SetActorTransform. But then probably the wheels won’t spin and turn. Is there a way to circumvent the VehicleMovement component way of driving and set the position and rotation each frame?