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Godot Engine CVE-2026-110734

| EUVDEUVD-2026-101301 LOW
Out-of-bounds Write (CWE-787)
2026-10-14 mitre GHSA-mcg2-p5jm-qfx6
2.5
CVSS 3.1 · Vendor: mitre
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Attack ChainAIDerived

Hypothetical attack flow derived from CVE metadata – not a confirmed exploit chain

  1. Access
    Deliver crafted .hdr in project or asset
  2. Delivery
    Victim imports or loads untrusted file
  3. Exploit
    Decoder parses malformed RLE instructions
  4. Execution
    Repeat count overflows row buffer
  5. Persist
    Heap out-of-bounds write with controlled bytes
  6. Impact
    Memory corruption or crash

Vulnerability Assessment

Weakness
CWE
ASVS 5.0
V15 - Secure Coding and Architecture Bounds checking, write limits
MITRE ATT&CK

2 techniques across 2 tactics: Execution, Privilege Escalation

The technique list with ATT&CK links and the kill-chain view is part of the Basic plan and up.

Exploitation Conditions

Exploitation requires the victim to import or load an attacker-supplied Radiance HDR (.hdr) file - for example by opening a shared Godot project that contains one, or via an exported project that loads untrusted .hdr images at runtime. The specific trigger is the HDR RLE run-length decoding path in modules/hdr/image_loader_hdr.cpp, where an instruction's repeat/copy count is not validated against remaining row-buffer capacity. Limiting factors per the CVSS vector: local vector (AV:L), high attack complexity (AC:H - depends on heap layout and a precisely crafted file), and mandatory user interaction (UI:R - the victim must choose to open/import the file). No authentication is needed (PR:N). The vendor further considers this delivery requirement outside its supported threat model, which constrains realistic risk to users handling untrusted projects or assets.

Impact

Multiple signals converge on LOW real-world priority. The NVD CVSS 3.1 base score is 2.5 (Low) with vector AV:L/AC:H/PR:N/UI:R/S:U/C:N/I:L/A:N - local attack vector, high complexity, and required user interaction all sharply limit reach despite PR:N (no authentication). There is no CISA KEV listing and no EPSS score supplied, so there is no evidence of automated or in-the-wild exploitation; this aligns with 'no public exploit identified at time of analysis,' though one reference is a security-research writeup that likely contains technical reproduction detail (crafted .hdr) even if weaponized exploit code is not confirmed. A notable conflict exists: the Supplier (Godot) explicitly disputes this as a security issue, asserting the required attacker access (getting a victim to import/open an untrusted .hdr or distributing a malicious project) falls outside Godot's threat model. The CWE-787 (out-of-bounds write) with attacker-controlled overflow length and content is technically serious and could in principle exceed the modest I:L rating (potential memory corruption / code execution), but exploitation is gated behind social-engineering-style delivery and high complexity. Net: this is a genuine memory-safety defect but a low operational priority - not a drop-everything issue - barring a change in Godot's threat model or evidence of exploitation.

Exploit ScenarioDerived

An attacker crafts a malicious Radiance HDR (.hdr) image whose RLE instructions specify repeat/copy counts exceeding the row buffer capacity, then distributes it inside a shared Godot project or as an asset a developer imports. When the victim opens the project or the engine loads the untrusted image, the decoder writes attacker-controlled bytes past the heap allocation, corrupting memory. A security-research reference documents the bug class, so reproduction detail is likely public, but no weaponized exploit is confirmed; the AV:L/AC:H/UI:R profile means success depends on convincing the victim to process the file and on winning heap-layout conditions.

Monitor Track and reassess. Why: LOW severity (CVSS 0.1-3.9).
No patch listed yet 0.1% exploitation probability (EPSS)

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AnalysisAIv1 – Oct 14, 2026

Heap out-of-bounds write in the Radiance HDR (.hdr) image decoder of Godot Engine through 4.7.2 allows an attacker-supplied .hdr file to corrupt heap memory with contents and overflow length controlled by the file, during project import or runtime image loading. The vendor's CVSS 3.1 vector places this at local, high-complexity, user-interaction-required, unauthenticated (CVSS:3.1/AV:L/AC:H/PR:N/UI:R/S:U/C:N/I:L/A:L per the independent assessment), because the victim must import or load the crafted file and success depends on heap layout. No public exploit code and no confirmed active exploitation were identified at time of analysis, and the vendor disputes that attacker-supplied asset delivery is inside the current Godot threat model, leaving real-world priority LOW.

RemediationAI

No vendor-released patch is identified in the provided data; monitor https://github.com/godotengine/godot/issues/123608 for an upstream fix and any released patched version before deploying one. Until a fix is available, treat .hdr files from untrusted sources as hostile: do not open Godot projects or import assets received from unverified parties, and scrub or replace .hdr files in CI/asset pipelines before any editor import - the trade-off is loss of legitimate HDR content or added pipeline work. Run the Godot editor and any runtime that loads untrusted images inside a sandbox or container with restricted filesystem and network access, accepting that this can break plugins and tooling that require host access. For exported projects that intentionally load third-party .hdr images, validate or reject HDR assets at the application layer or convert them to a safer format before loading, at the cost of reduced HDR support and additional preprocessing. Because the assessed vector is AV:L/AC:H/UI:R with low impact and no confirmed exploitation, these compensating controls are proportionate to a LOW-priority risk.

Affected VersionsENISA

Godot Engine 3.0.0 ≤4.7.2

Affected Packages

euvd godot_engine no fix

Source: OSV (Open Source Vulnerabilities)

Affects your stack

Affects 1 package in euvd

Checking this CVE against your own stacks and servers is part of the Basic plan and up.

Technical ContextAI · show details

The vulnerability is a CWE-787 out-of-bounds write in the Radiance HDR image loader at modules/hdr/image_loader_hdr.cpp. HDR files encode pixel spans with run-length encoding (RLE), where each instruction tells the decoder how many times to repeat a value or how many literal bytes to copy into the output row. Godot allocates the row/scanline buffer from the header-declared image dimensions, but the decoding loop does not verify that an instruction's repeat or copy count fits the remaining capacity of that buffer. Because the file controls both the count and the payload, the write overruns the heap allocation by an attacker-selected length with attacker-chosen bytes, and the path is reached automatically during asset import (e.g., opening a project containing the file) or at runtime in exported projects that load untrusted .hdr images. The CPE entry cpe:2.3:a:godotengine:godot_engine:*:*:*:*:*:*:*:* indicates the flaw applies to the Godot Engine product line, matching the description of versions through 4.7.2.

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Severity by source

Vendor (mitre) PRIMARY 2.5 LOW
AV:L/AC:H/PR:N/UI:R/S:U/C:N/I:L/A:N
vuln.today AI 3.6 LOW

Local crafted-file vector (AV:L) requiring victim to open the file (UI:R) with no auth (PR:N); heap-layout dependence gives AC:H; OOB write yields limited integrity and availability (crash) impact.

3.1 AV:L/AC:H/PR:N/UI:R/S:U/C:N/I:L/A:L
4.0 AV:L/AC:H/AT:N/PR:N/UI:P/VC:N/VI:L/VA:L/SC:N/SI:N/SA:N

Primary rating from Vendor (mitre).

CVSS VectorVendor: mitre

Attack Vector
Local
Attack Complexity
High
Privileges Required
None
User Interaction
Required
Scope
Unchanged
Confidentiality
None
Integrity
Low
Availability
None

DescriptionCVE.org

Godot Engine through 4.7.2 has a heap out-of-bounds write in the Radiance HDR (.hdr) image decoder (modules/hdr/image_loader_hdr.cpp). The run-length decoding loop expands RLE instructions read from the file into a buffer sized from the image dimensions, without validating that an instruction's repeat/copy count fits the remaining capacity of the row buffer. A crafted .hdr file therefore writes attacker-supplied bytes past the end of the heap allocation, with the overflow length and content controlled by the file. The defect is reached automatically when the product imports a crafted .hdr (e.g., when opening a project containing one), and at runtime in exported projects that load untrusted .hdr images. 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.

Threat Intelligence Overview

EPSS Score
0.1%
Top 97% exploitable
Prevalence
Medium
popular open-source game engine, strong indie use, not infrastructure-ubiquitous
Data Quality
6 sources
Confidence: High

How this decision was reached

The engine reads each signal below and applies a fixed list of rules from top to bottom. The first rule that matches sets the recommended action – like a statement, every line is shown.

SignalValue
Severity LOW
CISA KEV No
Public POC No
EPSS 0.1%
Patch available No
Active threat No
Deciding rule
LOW severity (CVSS 0.1-3.9)
What every action level means
Emergency Immediate action required. Criteria: CRITICAL + in CISA KEV (actively exploited) without patch, OR CRITICAL + EPSS > 30% without patch, OR CRITICAL + active threat signals without patch.
Act Now Prioritize within 24-48h. Criteria: in KEV with patch available, OR CRITICAL + public POC, OR HIGH + EPSS > 10%, OR CRITICAL + active threat, OR any CRITICAL severity.
This Week Schedule remediation this week. Criteria: HIGH severity (CVSS 7.0-8.9). Patch within normal change window.
This Month Plan within 30 days. Criteria: MEDIUM severity (CVSS 4.0-6.9), lower exploitation probability. Include in regular patch cycle.
Monitor Track and reassess. Criteria: LOW severity (CVSS 0.1-3.9), minimal exploitation risk. No immediate action needed.

SSVC AssessmentENISA

SSVC Decision· derived
Defer
Exploitation
None
System Exposure· derived
Small
Automatable
No
Human Impact· derived
Low
Technical Impact
Partial

Priority Score

12
Low Medium High Critical
KEV: 0
EPSS: 0
CVSS: +12
PoC: 0
Weaponized: 0
Threat intel: 0
Gov advisory: 0

Attack Technique

A buffer overflow occurs when a program writes more data to a memory buffer than it was allocated to hold, causing the excess data to spill into adjacent memory regions.

Memory corruption occurs when a program writes data beyond the boundaries of allocated memory regions or accesses memory in unintended ways, violating the integrity of the process's address space.

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