CVE-2026-110735
Description
Godot Engine through 4.7.2 has a heap out-of-bounds write exists in the binary resource loader (core/io/resource_format_binary.cpp, ResourceLoaderBinary::get_unicode_string). 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.
Predictions
Heuristic predictions, AS-IS, for prioritization only.
Mitigations
No mitigations published for this CVE yet.
The vendor-content worker queues fetches as references arrive (check back in a few minutes). Or — if you've already worked around this in production — publish your fix to the community-verified tier.
Propose a mitigation on Community Mitigations published via the community go through AI scoring + 2 human reviewers + 7-day silent objection window before landing here withsource_tier=community-verified.
References
CWEs
CWE-195
Community-verified mitigations for this CVE will appear above when contributors publish them.
Verify integrity in audit chain (admin only). AS-IS.