Where
-Infinity
0

Follow-up: a CVE identifier has been assigned for this issue.

CVE-2026-110735 — record: https://www.cve.org/CVERecord?id=CVE-2026-110735

The record is tagged "disputed"; the description quotes the supplier position ("no security issues"). MITRE scored it CVSS:3.1/AV:L/AC:H/PR:N/UI:R/S:U/C:N/I:L/A:N (2.5). I have filed a reconsideration request with MITRE's CVE Numbering Authority of Last Resort (CNA-LR), asking for CVSS:3.1/AV:L/AC:L/PR:N/UI:R/S:U/C:H/I:H/A:H (7.8). NVD analysis is pending.

Still unpatched upstream as of 2026-10-15.

Tomasz Kaye

Severity
3.6
AV:L/AC:H/PR:N/UI:R/S:U/C:L/I:N/A:L

Godot Engine through 4.7.2 has an out-of-bounds read in the optimized translation loader (core/string/optimizedtranslation.cpp, OptimizedTranslation::getmessage). Offsets read from the hash table of a crafted .translation resource are used as indices into the bucket table without bounds validation; only a single sentinel value is rejected. A crafted file can point an index far past the allocated buffer. Depending on the values, the result is a crash, or a string lookup (tr()) returns raw bytes from elsewhere in the process heap as the translated string, disclosing process memory. The defect is reached when the product or an exported game loads and performs lookups in a crafted translation file. NOTE: the Supplier's position is that the research has identified "no security issues" because the required attacker access is outside of the current Godot Engine threat model.

First published (updated )
Severity
2.5
AV:L/AC:H/PR:N/UI:R/S:U/C:N/I:L/A:N

Godot Engine through 4.7.2 has a heap out-of-bounds write in the binary resource loader (core/io/resourceformatbinary.cpp, ResourceLoaderBinary::getunicodestring). A string length is read from the resource file into a signed 32-bit integer and compared against the destination buffer size with a signed comparison, which conditionally resizes the buffer. A negative length value skips the resize; the same value is then passed to the copy routine as an unsigned byte count, where it sign-extends to a huge value, copying file-controlled data far past the undersized heap allocation. The defect is reached when the product or an exported game loads a crafted binary resource file (.res). NOTE: the Supplier's position is that the research has identified "no security issues" because the required attacker access is outside of the current Godot Engine threat model.

First published (updated )

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