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Godot 3.2.2–4.7.2 remote crash via DTLS heap overflow

Original title: Godot 3.x/4.x: remote crash via DTLS receive-callback heap buffer 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

DTLS is opt-in; the flaw was runtime-confirmed on the official 4.7-stable Windows release template, with no fix named.

Tomasz Kaye publicly disclosed a remote denial-of-service flaw in Godot's DTLS networking on October 27. Affected builds are Godot 3.2.2 through 4.7.2 and current master, based on source inspection per tag. The DTLS-over-ENet path exists from 4.0 onward and the raw PacketPeerDTLS path from 3.2.2. The report points to a heap buffer overflow in the DTLS receive callback.

Unconfirmed: The snippet does not name a CVE or a fixed release, and it does not say the overflow yields code execution.

Key facts
  • Disclosed on oss-security on October 27 by Tomasz Kaye.
  • Range stated as 3.2.2 through 4.7.2 plus current master.
  • Confirmed at runtime on the official 4.7-stable Windows template.
  • DTLS networking is opt-in, not enabled by default.
Security assessment · AI, from the article

Impact: Remote denial of service via a heap overflow

ProductAffected
Godot3.2.2 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's DTLS networking was publicly disclosed on 2026-10-27 [1]. Affected versions: Godot 3. 2.

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.