When rigging a tire for game engines like UE4, do you just parent it to a dummy that gets rotated? I mean, if it rotates a ton doesn't that cause problems where internally its registered to be at like 100k+ degrees of rotation?
i'm sure they do something basic like when the angle of rotation gets higher than 360 degrees they subtract 360 or when it gets lower than -360 they add 360
animate the wheel so it only spins a total of 360 and then repeats the anim.
that requires code in the game engine.
decomp a vehicle from the engine you want to use and read it's script.
Digital tutors has a tutorial covering this exact question.
Drive the tire rotation with a script not an animation. I don't know specifically, but udk should normalize rotation values on its own.