Bypass nodes for a windows plugin on osx build

I have a plugin that only needs to run on an android client, but does not support mac builds. I can bypass all the nodes by hand, and build successfully. Is there a way in blueprints that I can bypass the nodes without hand deleting them for each build iteration?

Use a Get Platform Name node UGameplayStatics::GetPlatformName | Unreal Engine Documentation

This can still end up in build errors due to missing functionality of the plugin.

I’ve moved all the plugin’s functions into a function library, and created a copy that has no references to the plugin’s functions. I plan to swap them in the file system before building on mac.