Taking parentbones rotation into account on SkeletalMesh with PhysicAsset?

Hi,
I have a Car that is made up of a SkeletalMesh with a PhysicAsset. I have a Bone called “Axis” where the Bone “Wheel” is attached to. The Axi has a PhysicBody and can rotate on the Y-Axis so the wheels roll. The WHeel bone has no PhysicBody, as its intended to be controlled by an AnimBlueprint. The AnimBlueprint controlls the steering of the wheel for Left/Right. I could add more constraints but i thought doing this in animation is a better idea.

The problem is, while the AnimBP controlls the rotation for steering properly, the result is just not right. No matter what i do(add rotation, replace, bonespace, componentspace) in “Transform Bone”, seems to be done in Bonespace. It seems as if, at the time the ANimBP runs, the ParentBone (Axis) has not yet been modified by the PhysicAsset so the Animation runs on the 0-Pose. Then the Constraints-Transform is added and the wheel that is steering left/right flips over :confused:

It doesn’t matter if a possible solution needs C++ (just as info that solutions are not restricted to BP)