Thanks for your review and your wishes. I hope so too.
I just downloaded yours.
None all the 3d assets were created during the jam but all the code, including the vehicle physics and the AI, was created exclusively during the Jam. I did used the Unreal's AI Framework, but I created all the Tasks and Services. Also, I didn't use Unreal's Vehicle Physics, I implemented mine to bypass wheels friction that made it impossible to behave like this "cartoon-ish" physics.
I implemented it in C++ and making use of the NVidia PhysX engine, accessible through UE4. I'd like to do a postmortem some time.
The turning system is a spline that updates the PhysX body Constraints, so it's the same speed but it turns to keep the movement ni a sigle plane, when it leaves, the car is forced to use that constraint until it has an accident that the constraint is removed so the car can move freely.
The vehicle implementation is very similar to this: