QT is a C++ mutator that combines movement elements from Quake and UT within the official moveset defined for UT4. Specifically, it adapts strafing from Quake III, borrows the basic dodge from UT2004, and takes everything else from UT4 with a few tweaks to things like wall running.
In QT you can continue sprinting after you jump. You could view this as a toned down version of bunny hopping from Quake, though pursuing that comparison was not an explicit objective.
The main goal of QT is to strengthen strafe and jump and sprint relative to dodge so players aren't so reliant on dodge both in combat and for map travel.
Installation
To play:
Note, if the game freezes upon launch, it means the mutator is not up to date. You will have to delete QT and wait for me to update the mutator for the newest release build.
LAST UPDATED FOR RELEASE BUILD: 2 FEBRUARY 2016
To run QT on a server:
Example command: UnrealTournamentServer UnrealTournament DM-DeckTest?TimeLimit=10?Game=DM?Mutator=Mutator_QT
Strafe
Run speed in QT is about 6% faster than in UT4 and about 9% slower than in Quake III. Acceleration is about 7% faster than in UT4.
The values for ground movement in QT are derived from Stolid's excellent UT4 Strafing breakdown. Here, QT approximates Quake III strafing with max run speed adjusted downward:

Here are the ground movement values for comparison:
That crouch speed is half of run speed borrows from Quake Live, where walk speed is half of run speed.
Dodge
Long story short, QT adapts the values from Trev's UT2004 Port based on Sir Brizz's Prototyper to create the basic UT2004 dodge arc under the condition of higher UT4 gravity. Due to this disparity, the QT dodge is 6% faster.
For the long story, read on.
Spoiler
Here's how the QT dodge stacks up against the UT4 dodge:
The QT dodge takes slightly less time, has a slightly flatter arc, and is farther differentiated from jump in terms of height. This means there are more situations in which jump is the better choice for clearing obstacles and navigating the map.
UT4 run speed is 66% of dodge speed, while QT run speed is 71% of dodge speed. Again, this increases the appeal of strafe relative to dodge in combat.
Sprint
At 1370, sprint speed in QT is 98% of dodge speed, which means sprint covers long distances significantly faster than dodge spam.
Moreover, you can continue sprinting after a jump, allowing you to surmount many obstacles and sprint for much longer distances. A jump at max sprint speed covers 59% more horizontal distance than a dodge in QT.
This change to sprint required that QT be built with C++, and all credit goes to RattleSN4K3 for designing the mutator. Without his incredible instructions, I'd still slamming my head against broken builds in Visual Studio.
A few points about sprint:
After sprint activates, it takes 2.0s to reach max speed compared to 0.97s in UT4.

In QT there is no immediate loss of speed when you land a jump during sprint.

This accounts for a huge increase in distance traveled by sprint compared to UT4.
Wall Run
You can wall run only when your vertical velocity is between a certain pair of upper and lower bounds.
Check the spoiler for a detailed walk through of how jump interacts with the wall run velocity bounds.
Spoiler
Wall run engages almost instantly after you jump in UT4, while if you are slightly beyond the peak of a jump, it is no longer possible to begin wall running.
In QT the upper bound is exactly half of jump impulse velocity. You slow to this speed when your elevation is exactly three quarters of peak jump height, and you reach the lower bound just as you land.
The UT4 dodge is not subject to the upper bound because its vertical impulse is below the velocity threshold to begin with. You reach the lower bound after dropping one tenth below peak dodge height.
In QT you reach the upper bound at one third of peak dodge height, but you do not reach the lower bound by the time you land. In fact, you can dodge off a ledge, dip below your starting elevation, and drop an additional 167% of dodge height before you reach the lower bound.
At one fourth of normal gravity, QT wall run gravity is 56% stronger than UT4 wall run gravity. You drop faster during wall run, but it still takes longer to reach the lower velocity bound.
Overall, QT greatly expands the range of application for wall run.
In QT you can continue sprinting after you jump. You could view this as a toned down version of bunny hopping from Quake, though pursuing that comparison was not an explicit objective.
The main goal of QT is to strengthen strafe and jump and sprint relative to dodge so players aren't so reliant on dodge both in combat and for map travel.
Installation
- Download QT here.
- Move BP_Mutator_QT-WindowsNoEditor.pak to Epic Games\UnrealTournamentDev\UnrealTournament\Content\Paks. If there is no Paks folder, create it.
- Move the Mutator_QT folder to Epic Games\UnrealTournamentDev\UnrealTournament\Plugins.
To play:
- Open UT from the launcher. Go to Play --> Create a Game --> Create your own custom match --> Custom.
- Move the QT mutator to the list on the right then click Play.
Note, if the game freezes upon launch, it means the mutator is not up to date. You will have to delete QT and wait for me to update the mutator for the newest release build.
LAST UPDATED FOR RELEASE BUILD: 2 FEBRUARY 2016
To run QT on a server:
- Copy the Mutator_QT folder to <SERVER FOLDER>\UnrealTournament\Plugins.
- Start the server through a command line from your <SERVER FOLDER> directory and include the argument Mutator=Mutator_QT
Example command: UnrealTournamentServer UnrealTournament DM-DeckTest?TimeLimit=10?Game=DM?Mutator=Mutator_QT
Strafe
Run speed in QT is about 6% faster than in UT4 and about 9% slower than in Quake III. Acceleration is about 7% faster than in UT4.
The values for ground movement in QT are derived from Stolid's excellent UT4 Strafing breakdown. Here, QT approximates Quake III strafing with max run speed adjusted downward:
Here are the ground movement values for comparison:
Value | UT4 | QT |
Run Speed | 940 | 1000 |
Crouch Speed | 315 | 500 |
Acceleration | 6000 | 6400 |
Deceleration | 500 | 1250 |
Ground Friction | 12 | 8 |
Braking Friction | 5 | 2 |
Dodge
Long story short, QT adapts the values from Trev's UT2004 Port based on Sir Brizz's Prototyper to create the basic UT2004 dodge arc under the condition of higher UT4 gravity. Due to this disparity, the QT dodge is 6% faster.
For the long story, read on.
Dodge Value | UT4 | QT |
Height | 59 | 46 |
Length | 658 | 584 |
Horizontal Speed | 1410 | 1405 |
Time | 0.47s | 0.42s |
Height : Length Ratio | 1 : 11.2 | 1 : 12.6 |
% of Jump Height | 47.4% | 37.5% |
UT4 run speed is 66% of dodge speed, while QT run speed is 71% of dodge speed. Again, this increases the appeal of strafe relative to dodge in combat.
Sprint
At 1370, sprint speed in QT is 98% of dodge speed, which means sprint covers long distances significantly faster than dodge spam.
Moreover, you can continue sprinting after a jump, allowing you to surmount many obstacles and sprint for much longer distances. A jump at max sprint speed covers 59% more horizontal distance than a dodge in QT.
This change to sprint required that QT be built with C++, and all credit goes to RattleSN4K3 for designing the mutator. Without his incredible instructions, I'd still slamming my head against broken builds in Visual Studio.
A few points about sprint:
- You cannot continue sprinting after a dodge.
- You can continue sprinting after you run over a ledge.
- For sprint to continue when you land, your horizontal speed must be greater than max run speed.
- This means if you slow down too much in the air, you'll have to wait for sprint to reactivate the normal way.
- Sprint activates in 1 second, half the time it takes in UT4.
After sprint activates, it takes 2.0s to reach max speed compared to 0.97s in UT4.
In QT there is no immediate loss of speed when you land a jump during sprint.
This accounts for a huge increase in distance traveled by sprint compared to UT4.
Wall Run
You can wall run only when your vertical velocity is between a certain pair of upper and lower bounds.
Bound | UT4 | QT |
Upper | 650 | 365 |
Lower | -180 | -730 |
In QT the upper bound is exactly half of jump impulse velocity. You slow to this speed when your elevation is exactly three quarters of peak jump height, and you reach the lower bound just as you land.
UT4 jump | QT jump |
In QT you reach the upper bound at one third of peak dodge height, but you do not reach the lower bound by the time you land. In fact, you can dodge off a ledge, dip below your starting elevation, and drop an additional 167% of dodge height before you reach the lower bound.
UT4 dodge | QT dodge |
Overall, QT greatly expands the range of application for wall run.
Comment