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  1. #1
    Luigi Auriemma
    Unreal engine updates and Battle Mages advisory
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    Thread Starter

    Unreal engine updates and Battle Mages advisory


    I have an update about the methods used to test the format string
    vulnerability in the Unreal engine I reported yesterday.
    I have solved a problem in the windows version of my proof-of-concept
    unrfs-poc (now version 0.1.1):

    http://aluigi.altervista.org/poc/unrfs-poc.zip


    The following instead is a very fast and easy method to test the Unreal
    engine based games without using external programs or complicated exploits.
    I highly suggest users to use this quick method instead of the previous
    proof-of-concept:

    -----
    Another method to test the vulnerability is the adding of %n after
    "Class=" in the file system/user.ini

    Example:

    From:
    Class=Engine.Pawn

    To:
    Class=%n%nEngine.Pawn

    If the game is vulnerable it will crash when launched.
    -----


    The last news regards an advisory about a server freeze bug in the new game
    Battle Mages:

    http://aluigi.altervista.org/adv/battlemages-adv.txt


    BYEZ


    ---
    Luigi Auriemma
    http://aluigi.altervista.org


  2. #2
    Todd Chapman
    Unreal engine updates and Battle Mages advisory
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    Thread Starter

    Re: Unreal engine updates and Battle Mages advisory

    Luigi,

    After seeing some doubt expressed by users in the Unreal community, I
    tried your INI file test this morning on multiple Unreal Tournament
    products and just now on America's Army 2.0. I confirmed crashes for UT,
    UT2003 demo, and AA. UT2004 demo ran fine. Results are detailed a little
    more below.

    One question: Do you see the remote code execution as a possibility or
    did you actually accomplish executing code in your tests? I'm trying to
    clarify the exact level of threat to some users and they tend to take it
    more seriously when it can be presented as "verified to be exploitable
    for practical use not just DoS".


    Results:
    Unreal Tournament v451: Crashed with a GPF. Errors noted in log as follows:
    -----
    ScriptLog: InitGame:
    ?Name=-TD-PintOStout?;Class=BotPack.TBoss?Class=%n%nBotPack. TMale2?team=1?skin=SoldierSkins.hkil?Face=SoldierS kins.Vector?Voice=BotPack.VoiceMaleTwo?OverrideCla ss=
    ScriptLog: Base Mutator is CityIntro.Mutator1
    Init: Initialized moving brush tracker for Level CityIntro.MyLevel
    Log: Bound to UWeb.dll
    Critical: UObject::SafeLoadError
    Critical: UObject::GetPackageLinker
    Critical: UObject::StaticLoadObject
    Critical: (Core.Class .TMale2 NULL)
    Critical: UObject::StaticLoadClass
    Critical: ULevel::SpawnPlayActor
    Critical: UGameEngine::Init
    Critical: InitEngine
    Exit: Executing UObject::StaticShutdownAfterError
    Exit: Executing UWindowsClient::ShutdownAfterError
    Log: DirectDraw End Mode
    Exit: Exiting.
    Uninitialized: Name subsystem shut down
    Uninitialized: Log file closed, 03/11/04 08:35:07
    -----

    Current UT2003 Demo (build 2206): Simple shutdown during lauch with no
    visual error message. Left the log file at home but believe it just stopped.

    UT2004 Demo: Launched without issue

    America's Army 2.0: Shutdown during launch similar to UT2003 Demo. Log
    file just stopped in the middle of a line:
    ----
    ScriptLog: FontNames[3]=AAFontMedium
    Fonts[3]=Transient.InteractionMaster0.AAFontMedium0
    ScriptLog: FontNames[4]=AAFontMedium
    Fonts[4]=Transient.InteractionMaster0.AAFontMedium0
    ScriptLog: GUIStyles::Initialize() - AALargeText
    ScriptLog: Fon
    ----


    --
    Todd Chapman
    Systems Architect
    TChapman@leoninedev.com


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