I made it in C++.
Added a second engine (turbo one) to the actor and then swaped.
In the Class Header
/** Turbo Engine **/
UPROPERTY(EditAnywhere, Category = Turbo)
FVehicleEngineData TurboEngineData;
/** Activate Turbo **/
UFUNCTION(BlueprintCallable, Category = Turbo)
void ToggleTurbo(bool b);
Implementation
void ABaseVehicle::ToggleTurbo(bool b)
{
UWheeledVehicleMovementComponent4W* Vehicle4W = CastChecked<class UWheeledVehicleMovementComponent4W>(VehicleMovement);
if (b)
Vehicle4W->UpdateEngineSetup(TurboEngineData);
else
Vehicle4W->UpdateEngineSetup(Vehicle4W->EngineSetup);
}