Car rigging...ue4 generated skeleton offset wrong

So i have tried all the tutorials, or at least it feels like it,

method one, rigging
The joints all look super dandy, but unreals wheels set up collision, is offset with 90 degrees in the wrong directions.

So i thought, Hey this is objects local pivots thats making the offset, so just make every joint have the x forward and the z up and the y to the left.

Same problem, the joints are all perfectly aligned, so when i rotate the wheels they do it flawlessly, but ue4s wheel set up collisions are still 90 degrees offsetted.

So i started to go bonkers on the joints. testing every single thing i could with each joints local pivot.

Nothing worked.

So gave that up, and started with the method 2.

Parenting the wheel mesh to the body.

1 guy was really detailed and said its very important about how the local (objects) pivot are pointing.

So i tried changing so z= up, x=forward and y=left on every piece of geometry. thats 5, 1 for the body and four wheels.

at export, i have set it to automatic and centimeters, and i have tried exporting in z and y. and theres no diffrence at all. I cant get any new reaction its always the same.

The joints ue4 makes are offsetted so firstly so the joint is at the end of top of the weel. The bodys joint is in its correct location, but all the weels looks like they are offsettted with about 25% to the right of the center making it somewhat weird looking. watch the picture to see the behaviour,

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