Performing multi-platform builds with overrides set have several issues:
  1. They can fail if an avatar that's part of the overrides is disabled - block the build or re-enable targets temporarily.
  2. They can fail if the override does not pass upload limits for the target platforms (i.e. custom shaders on android) - the stats breakdown should display breakdown per platform (separate tabs/foldout), taking avatar override into account.
  3. There's apparently a way to cause an infinite upload loop (not sure how, but this was reported by someone who set the overrides incorrectly)
  4. Platform swaps occasionally fail (mostly commonly when it's the first time on a project)