Godot 4.x spawn-packet bug can remotely crash multiplayer clients
First merged summary.
A Godot 4.x multiplayer spawn-packet bounds check can remotely crash clients; no patched version has been named.
Tomasz Kaye disclosed on October 27 a remote denial-of-service flaw in Godot 4.x multiplayer. Godot 4.0.0 through 4.7.2 and current master are affected. The failing bounds check on sync_len is in SceneReplicationInterface::on_spawn_receive, cited at scene_replication_interface.cpp line 586, and was introduced in commit 32a62af648 on October 3, 2022. Kaye runtime-confirmed it on the official 4.7-stable Windows binary. No patched version is named.
- 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.
- Cited at scene_replication_interface.cpp line 586.
- No patch version is named.
Timeline
dated events in the reporting · oldest first- Oct 3, 2022Vulnerable spawn-packet bounds check added in commit 32a62af648. · oss-security
- Oct 27, 2026Tomasz Kaye discloses remote Godot multiplayer client crash. · oss-security
What each outlet adds
beyond the shared facts- oss-securityNames affected range, commit, confirmation binary, and source line.
- Vendors
- Godot
Coverage
oldest first · one row per article · UTCGodot 4.0.0–4.7.2 remote crash via spawn-packet overflow
A bounds check in SceneReplicationInterface::on_spawn_receive fails on sync_len; no patch version is named.
Godot 3.2.2–4.7.2 remote crash via DTLS heap overflow
DTLS is opt-in; the flaw was runtime-confirmed on the official 4.7-stable Windows release template, with no fix named.