# [UE4] Rotation aligning issue

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I have explained the problem in that article. Knowing the answer rates in UE4 answerhub I decided to ask here. How do I solve that problem? It should be easier with the functions aviable in UE4, but yet I have no idea where to start to make this... I hope that there is somebody who knows how to solve this, though!:D

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This is not that simple. This is even a very complex problem.

http://www.asawicki.info/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html

http://www.animations.physics.unsw.edu.au/jw/car-physics.htm

http://ffden-2.phys.uaf.edu/211_fall2002.web.dir/ben_townsend/PhysicsofCarCollisions.htm

They look to cover what you are looking for.

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This is not that simple. This is even a very complex problem.

http://www.asawicki.info/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html

http://www.animations.physics.unsw.edu.au/jw/car-physics.htm

http://ffden-2.phys.uaf.edu/211_fall2002.web.dir/ben_townsend/PhysicsofCarCollisions.htm

They look to cover what you are looking for.

Thanks! I'll look into those!:)

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Well, I know 2 of those articles already. I've solved most of those problems. Actually my problem now is correctly visualising car. And at this moment the visualisation problem is the camber angle. I can't find a good way to visualise camber angle that can change dynamically... And by visualise I mean applying calculated data to visual meshes of wheels.

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OK! So I decided to store the Y rotation in a seperate vartiable. Each frame I reset the wheel's relative rotation and than adjust the camber. After that I rotate the wheel around it's local Y axis by the variable amount. The result is statisfying :)

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