ASUS bsitf.sys (CVE-2026-13585): Arbitrary Physical Memory Mapping

This was discoved with DeepZero Tracked as CVE-2026-13585. ASUS has published a vendor advisory with countermeasures. ASUS ships a kernel driver called bsitf.sys with their Business Manager and Software Manager. It creates a device at \\.\bsitf that requires admin to open. IOCTL 0x222808 takes a size from your input buffer, allocates that much physically contiguous kernel memory, maps it into your process, and gives you back the pointer AND the physical address. There’s no validation on the size, no limit on how many allocations you can make, and no input checking at all. ...

April 6, 2026 · 2 min

Destructible Trees & Rocks in Unreal Engine

This is a guide on how to have destructible foliage such as in games like Valheim, and Rust. It’s developed with Replication and Multiplayer in mind, and works without spawning any new actors, all handled in InstancedStaticMesh Components and a GameState component. I started with looking at World Partition and PCG to manage this, dividing the world into cells and tracking resource state per cell. While I do use World Partition in my project, I realized this system doesn’t actually need it. Instanced Static Meshes already come with built-in culling and visibility, and layering cell-based state management on top would only add complexity without real performance gains. ...