diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index 456daa7a7d7a..6e2293c8411f 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -1083,7 +1083,12 @@ Vector3 KinematicBody::_move_and_slide_internal(const Vector3 &p_linear_velocity // We need to check the on_floor_body still exists before accessing. // A valid RID is no guarantee that the object has not been deleted. - if (ObjectDB::get_instance(on_floor_body_id)) { + + // We can only perform the ObjectDB lifetime check on Object derived objects. + // Note that physics also creates RIDs for non-Object derived objects, these cannot + // be lifetime checked through ObjectDB, and therefore there is a still a vulnerability + // to dangling RIDs (access after free) in this scenario. + if (!on_floor_body_id || ObjectDB::get_instance(on_floor_body_id)) { // This approach makes sure there is less delay between the actual body velocity and the one we saved. bs = PhysicsServer::get_singleton()->body_get_direct_state(on_floor_body_rid); }