Godot Engine through 4.7.2 has a heap out-of-bounds write 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.
{
"cna_assigner": "mitre",
"cwe_ids": [
"CWE-195"
],
"isDisputed": true,
"osv_generated_from": "https://github.com/CVEProject/cvelistV5/tree/main/cves/2026/110xxx/CVE-2026-110735.json"
}