In previous SDK, we can workaround avatar validation by calling VRC_SdkBuilder.ExportAndUploadAvatarBlueprint which was marked [PublicAPI] . I really need to call that to avoid false-positive Avatar Validation Errors. There are many false positive avatar validations errors: For Avatar Validation, EditorOnly can be skipped. Materials with pc shaders under EditorOnly may cause false-positive avatar validation errors. When we reduce some PhysBones with IVRCSDKPreprocessAvatarCallbacks, quest PhysBone hard limit error is false-positive. When we replace shaders with IVRCSDKPreprocessAvatarCallbacks, PC Shader errors are false-positive. Of cource, I think it's not good to skip validation, but pre-build validation can cause tons of false-positive. So, for Control Panel, I think it's OK to disallowing clicking "Build and Publish" button if there are Avatar Validation errors. However, for calling Build or BuildAndUpload by tools, please defer Avatar Validation after IVRCSDKPreprocessAvatarCallbacks . See Also: Canny about pre-building performance rank with Preprocess Callbacks Canny about post ProcessCallback Performance Ranks on build