The Unreal Tournament SDK is a state-of-the-art Toolset / Engine Enhancement for retail Unreal Tournament and a substitute for a still missing new Patch, that brings UT to today's standards in the style of the Stalker Complete Series. Sci-Fi Battle Scenes, a Strategy Game, a Fun Mod, Survival-Horror Shooter, Simulations - Everything is possible. It will also include a Sandbox showcasing the New Possibilities via bundled Mini-Mods made by Fans and me. It enhances the render engine, gameplay, unreal script features and anything UT Veterans ever dreamed off. It is completely Open Source, free for noncommercial use.

Current Version: January 2013 UTSDKBeta (Build 500), 30.01.2013

Next Release: Pending

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Programming/Lead: Shadow
Programming/Assistance: Torax (aka Zartax.v)

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UTSDK September Beta Preview 1 UTSDK March Beta Preview 7 (Static Mesh Usage) UTSDK March Beta Preview 6 (Static Mesh LOD)
Blog RSS Feed Post news Report abuse Latest News: UTSDK January 2013 Release

0 comments by UT99_Shadow on Jan 30th, 2013

UTSDK January 2013 Release

Hey everyone! I can now finally present a new version of the UT Community SDK. After weeks and months of delay I finally got together what I wanted to. The road to success had so many obstacles in especially the last few weeks. One bug was removed another popped up!

UTSDK November Beta Preview 18 (Final Map Shots) UTSDK November Beta Preview 17 (Final Map Shots)

But now I can deliver the first release with a testing environment. Yes... no simple framework without any possibility to test things anymore! When you remember the news post back in November 2012 I was still trying to some stuff ... well I think the majority of these features really made it into the release.


  • Bounding Volume Support
  • new Emitter type (SubUV Emitter)
  • improved Interpolation System (supports smooth interpolation of float, vector, rotator and colors)
  • extended Post Processing Support (cross-fade support, new Blend Modes etc.)
  • completely new GUI/menu system!
  • tons of new UnrealED / UnrealScript functions
  • new Static Mesh Features (changeable U/V Settings, dynamic color)
  • updated OpenGL Driver
  • dozens of fixes here and there
  • a lot of new example content and ready-to-use classes (be surprised!)
  • partially revamped weapons
  • Showcase / Test environment

Since this is a huge leap forward, because it's the first release to actively show what can be done, I suggest you make yourself familiar with the possibility to discuss, bug hunt or report about whatever concerns the UTSDK at the forums of!

January 2013 UTSDK Beta (Build 500)

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January 2013 UTSDK Beta (Build 500)

January 2013 UTSDK Beta (Build 500)

Jan 30, 2013 Full Version 0 comments

UT Community SDK - January Beta (Build 500 / no Setup) - Setup Download coming next Days. Highlights: Bounding Volume / dynamic Per Poly Collision Support...

February 2012 UTSDK Beta (Build 359)

February 2012 UTSDK Beta (Build 359)

Mar 23, 2012 Full Version 0 comments

This month's release comes with a huge update for the Material System adding new Materials like TexRotators and TexEnvMaps! On the other hand I implemented...

January 2012 UTSDK Beta (Build 335)

January 2012 UTSDK Beta (Build 335)

Feb 21, 2012 Full Version 0 comments

Starting the new year for the SDK with a bunch of new features and improvements: The next new and fresh release of the Unreal Tournament Community SDK...

December 2011 UTSDK Beta (Build 300a) - Hotfix1

December 2011 UTSDK Beta (Build 300a) - Hotfix1

Jan 20, 2012 Patch 0 comments

Fixes a strange critical error when adding a StaticMesh Actor to the map. The error was caused by mismanaged texture arrays. Simply copy "sdkEngine.dll...

December 2011 UTSDK Beta (Build 300)

December 2011 UTSDK Beta (Build 300)

Jan 18, 2012 Full Version 0 comments

So finally here it is. The next new and fresh release of the Unreal Tournament Community SDK. Originally there should've been a November release but according...

October 2011 UTSDK Beta (Build 271)

October 2011 UTSDK Beta (Build 271)

Nov 1, 2011 Full Version 3 comments

The Release of the UTSDK October Beta! (Build 271)

Post comment Comments  (50 - 60 of 491)
Dohfugwimee Feb 3 2013, 10:42pm says:

Hello to any and all UT99 lovers!
Have a request to anyone that knows how to make mutators either using the SDK here or the old school tools for UT99

My clan disbanded many years ago and we stupidly deleted out clan mutator files.
Well we really want to relive the old days and play again online but require a new set of muts.

Could I interest any of you modders/coders out there in creating us some?
Would need -- according to our specs
Spawn Protection
Sniper Rifle
and a scoring mutator
Perhaps one other may pop up as we discuss what we require.
Not a wealthy chap myself..but would be willing to pay for someones time.
Any questions?
My email is

+1 vote     reply to comment
UT99_Shadow Creator
UT99_Shadow Feb 4 2013, 5:47am replied:

Hm interesting. Although this is not the correct place to discuss that, I'm interested. Besides, there is already a good spawn protection mutator included in the Mod ChaosUT.

For the other stuff (sniper, translocator) I would simply need more specification. You would really pay for that work? That surprises me!

+1 vote   reply to comment
Dohfugwimee Feb 4 2013, 10:38am replied:

If this is in reply to my email to you shadow then yes.
Your time or anyone else is valuable to you..getting exactly what I want is valuable to me.
Reply to me by email if interested and I will work up a detail of my needs

+1 vote     reply to comment
Peppigno Feb 3 2013, 8:01am says:

Excellent work! Particle effects are cool to see. Congrats!

By the way, AkyraMod is right! I see an huge fps drop, I don't know why.

+1 vote     reply to comment
UT99_Shadow Creator
UT99_Shadow Feb 3 2013, 12:41pm replied:


And as I said the brush work is pretty complex and that makes the map laggy, many brushes will be replaced by static mesh in the future.

+1 vote   reply to comment
AkyraMod Jan 31 2013, 10:12am says:

No problem with brush. Problem is sdkrender and sdkopengl. When I put to WOT or UT99 it is ok..slow is under your sdkrender.

Sorry then I am honest. But static mesh isnt interesting, 3d mesh with right import (#exec MESH IMPORT MESH=Orc ANIVFILE=MODELS\Orc_a.3d DATAFILE=MODELS\Orc_d.3d X=0 Y=0 Z=0 MLOD=1 LODSTYLE=650 LODFRAME=20

I regret that the 227i is better. No shadows, no transparent reflection texture, no Physics Engine,..agrr..force be with you..6 years for nothink..

+1 vote     reply to comment
UT99_Shadow Creator
UT99_Shadow Jan 31 2013, 10:40am replied:

I don't understand, your english really makes it often difficult to understand what you mean/want. What do you mean with "When I put to WOT or UT99 it is ok..slow is under your sdkrender."

+1 vote   reply to comment
AkyraMod Feb 1 2013, 4:17am replied:

Sorry, problem no with sdkrender. Problem with level HUB. I dont know where..(texture?, holes?)
VRND Demo..only one room..same Your HUB
Generated 5430 bounds, 44801 hulls
267 Lights, 4214 Polys, 23656 Pairs, 16705738 Rays
STAT FPS: Polys 825

56 Lights, 2534 Polys, 20479 Pairs, 4271728 Rays
STAT FPS: Polys 775
Both (windowing OpenGL) 640x480 Pentium 4 3GHz 1GB RAM ATI 1550XT

+1 vote     reply to comment
UT99_Shadow Creator
UT99_Shadow Feb 1 2013, 5:12am replied:

Ah! Ok, as I said the brush work of the levels is pretty complex, they'll be replaced with static meshes and performance should be increased by that.

+1 vote   reply to comment
AkyraMod Jan 31 2013, 3:42am says:

Hmm, interesting. It is progress..tutorial map is important. But..agrrr..nothing new of old ut99. Particles is better in your XT system (many many years old). Same particles and effect is better in Wheel of Time, your map is very..very slow against WOT map..understand. One think is new..sun corona..but it has XTsystem. XTsystem was more interesting because was in only unreal script a I could use all unreal game..:)..(deus ex, unreal, rune, X-COM: Enforcer, Star Trek: Deep Space Nine: The Fallen)..

Projector does not work..

+1 vote     reply to comment
UT99_Shadow Creator
UT99_Shadow Jan 31 2013, 3:57am replied:

Nothing new? NOTHING new? I really doubt that my Unreal Script Particles from that ******* old ****** demo are better than the current hardware accelerated ones...

The test map might be slow on older machines because of the complex brush work, not the new effects. The brushwork will be replaced with static meshes in future releases!

And yet again I say: this is for ******* UNREAL TOURNAMENT. Not for Rune, not for XCOM (it was never officially released!?), not for UDK, not for Unreal (go install the Unreal 227i Patch for that!) not for The Fallen. When do people finally realize that?

+1 vote   reply to comment
Kaal979 Jan 17 2013, 12:15pm says:

New request: air vehicle path-
nodes for bots or this like!
(For SLV and possible
other coming stuffs.)

+1 vote     reply to comment
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Released Sep 2010
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Highest Rated (5 agree) 10/10

Epic Games would be proud. It is too bad it isn't ocmpatible with Unreal Engine 2, and it is also too bad that the Unreal Engines don't stack. Imagine playing the first Unreal with this mod and with Unreal Engine 3.

May 21 2011, 4:48am by AmaroqDricaldari

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