Unreal Engine sample projects
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using C++ and Blueprint
developed for prototyping and reference
all projects are free to try and Please send me feedback..
- Using widgets as health bar and changing it based on player collision in 3 methods
- Custom property of item on stage
- Blueprint only
Using:
collision detection, widgets, material parameters, timeline component, blueprint functions
If you open the performance shop in Career mode after using a save editor, the game may recalculate your parts and strip the Junkman tier. Avoid modifying performance in-game after using an external editor.
Understanding how to saves for Junkman parts manually.
: Junkman parts are "uniques" that stack on top of Ultimate performance upgrades to reach the maximum possible stats for any vehicle Performance Parts Wiki .
Before touching any modding tool, locate your save folder: C:\Users\[Your Username]\Documents\Need for Speed Most Wanted\ Copy the entire folder to your desktop. If the file corrupts, you can paste this backup folder back to restore your progress. Step 2: Run the Editor as Administrator
The Ultimate Guide to Need for Speed: Most Wanted (2005) Junkman Editors nfsmw junkman editor
Navigate to the or Trainer Values section of the UI.
Junkman parts are special because they with existing upgrades. For the best results, you should install all Ultimate parts first and then apply the Junkman variants to push your car to its absolute limit.
To help narrow down the best solution for your setup, let me know you are running or if you prefer a standalone tool versus an in-game menu mod . Share public link
: Dedicated trainers (like Trainer V1.3) can be used to "force" the backroom of the customization shop to open, allowing you to apply Junkman parts to any car in Career mode. How Junkman Parts Work If you open the performance shop in Career
Junkman parts make cars extremely fast. Make sure your handling and suspension are tuned to manage the added acceleration.
Apply Junkman parts to every single car in your "My Cars" garage, removing the need to choose between vehicles.
Disclaimer: Modifying save files carries a risk of data corruption. Always back up your original files. This article is for educational and entertainment purposes regarding a legacy game.
Which you are currently trying to use
Whether you are running the game on a (like the Redux mod or Widescreen Fix)
Open the menu. You will notice your performance bars are completely maxed out, and you can further fine-tune the sliders to match your driving style. Troubleshooting and Best Practices
Search for: "NFS Most Wanted save structure" or "NFSMW Junkman hex guide"
Ensure your tool matches your game version. Most editors are designed exclusively for the standard 1.3 English PC patch version . : Junkman parts are "uniques" that stack on
Download a trusted save editor from community hubs like NFSMods or NFSCars.
- Using collision scenarios, each as separate map with similar Blueprint and C++ approach
- Search and find properties on collision actor with C++
- 6 maps
- C++ and Blueprint
Using:
C++ : TFieldIterator
Blueprint: TextRender, SpotLight
- Using GameInstance to save total score on map change (between levels)
- Using HUD class and communicate with GameMode on score/pick-item
- Display image and number of picked up items in widget (3 different items)
- Use Sequencer on change map
- Spawn Emitter
- GameMode communications on game logic and data flow
- Custom FBX object made by Blender and 3 imported images for widget
- Blueprint only
Using:
GameInstance, GameMode, HUD, Widget, Sequencer, Emitter, Collision detection, Map/Level change
- Spawn destroyable objects based on box boundary
- Customisable features
- C++ only
Using:
RandomPointInBoundingBox, SpawnActor, Collision detection
- Communication with GameMode for data flow control between independent stage objects
- Blueprint only
Using:
Widget, Font Material, GameMode, Collision detection
- Having 4 different approaches of AI on character by using AI Controler
- Blueprint only
Using:
AI Controller, Behaviour Tree, Blackboard, BTT Task , GameMode communication on collision detection
- Drag and Drop by using F key
- Simple game prototype
- Communication with GameMode for game logics
- Blueprint only
Using:
Drag and Drop functionality, Physic Handler, Widget, GameMode , Collision handling