After doing a multi-platform publish of a world to Windows and Android, the Android size limit becomes enforced on Windows builds (even when doing only a Windows build) stopping the world from being publishable.
Repro Steps:
  • Create a World Project and keep the Platform set to Windows.
  • Add enough textures/audio to the world so that builds will surpass 100MB.
  • Adjust the per-platform "Override for Android" settings on individual textures/audio so that Android builds will be lower than 100MB (easiest to do this by lowing the "Max Size" on textures and the "Quality" slider on audio files).
  • Do a "Multi-Platform Build & Publish" for Windows & Android. On the first run, this will succeed on both platforms.
  • Now try to multi-publish again. The publishing flow will be interrupted quickly due to the world size being above the Android limit even when it's trying to publish on Windows. The issue persists even after deselecting Android as a platform and trying to publish only on Windows.
  • A workaround to the issue is to switch to the Android platform individually and then back to Windows individually, which appears to reset the Builder pipeline correctly, and avoid ever doing another Multi-Platform Build & Publish.