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Godot 4.0.0–4.7.2 remote crash via spawn-packet overflow

Original title: Godot 4.x: remote client crash via multiplayer spawn packet sync_len overflow

oss-security ()1
Part of a story covered by 2 sourcesGodot 4.x spawn-packet bug can remotely crash multiplayer clientsMerged summary & timeline
AI summary · x-ai/grok-4.7Summaries by Vani AI

A bounds check in SceneReplicationInterface::on_spawn_receive fails on sync_len; no patch version is named.

Tomasz Kaye disclosed a remote denial-of-service flaw in Godot 4.x multiplayer on October 27. Godot 4.0.0 through 4.7.2 and current master are affected; the vulnerable check was introduced in commit 32a62af648 on October 3, 2022. It was runtime-confirmed on the official 4.7-stable Windows binary. The issue is a spawn-packet bounds check on sync_len in SceneReplicationInterface::on_spawn_receive.

Unconfirmed: No CVE or fixed version is stated, and real-world attacks are not described.

Key facts
  • Affects Godot 4.0.0 through 4.7.2 and current master.
  • Vulnerable check added in commit 32a62af648 on October 3, 2022.
  • Confirmed on the official 4.7-stable Windows binary.
  • Location cited as scene_replication_interface.cpp line 586.
Security assessment · AI, from the article

Impact: Remote client crash via a spawn-packet overflow

ProductAffected
Godot4.0.0 through 4.7.2 and current master
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From the original article

Posted by Tomasz Kaye on Oct 27 A remote denial-of-service vulnerability in Godot 4. x multiplayer was publicly disclosed on 2026-10-27 [1]. Affected versions: Godot 4.

A short excerpt; the article and its images belong to the publisher. Summary, key facts and assessment above are AI-written from the article and can be wrong.