Godot 4.x Radiance HDR loader heap write fix merged
Pull request 124697 rejects bad image sizes and bounds RLE runs; its body cites CVE-2026-110734.
Heap out-of-bounds write in Godot Engine HDR loader
Godot Engine through 4.7.2 has a heap out-of-bounds write (CWE-787) in its Radiance HDR (.hdr) image decoder in modules/hdr/image_loader_hdr.cpp. The run-length decoding loop expands RLE instructions from the file into a buffer sized from the image dimensions without checking that a repeat or copy count fits the remaining row capacity, so a crafted .hdr can write attacker-controlled bytes past the end of the heap allocation. The flaw is reached automatically when the editor imports a project that contains such a file, and at runtime in exported projects that load untrusted .hdr images. Impact in the published scoring is limited to low integrity with local access and user interaction (CVSS 3.1 base 2.5); the supplier states it sees no security issue because the required access falls outside the current Godot threat model. There is no known public proof of concept and it is not listed in CISA KEV.
What to do: Do not import projects or load Radiance .hdr images from untrusted sources in the Godot editor or in exported projects, and restrict runtime image loading to trusted assets. No fixed version is identified in the advisory data (affected through 4.7.2) and the supplier currently treats this as outside its threat model, so track upstream Godot security updates and apply a patched release when one is published.
| Product | Affected |
|---|---|
| Godot Engine | through 4.7.2 |
Order-of-magnitude estimate by the model from install counts, market share and public scan data it knows; verify before quoting.
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.
Pull request 124697 rejects bad image sizes and bounds RLE runs; its body cites CVE-2026-110734.
Godot 4.x Radiance HDR loader flaw CVE-2026-110734 is disputed and scored CVSS 2.5.
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