Why is dedicated allocation disabled in vulkan on android platform?

Is there a reason why this is not an option but insted it’s eliminated from the code path using a preprocessor definition? I’d like to export a texture to be used as an external memory on Android devices that support the feature. I can change and rebuild the engine but then I cannot distribute the plugin. Thanks

EDIT: Also to add more context here’s where the problem is: in the FVulkanTexture constructor called from RHICreateTexture. Would be nice if this wasn’t disabled on Android, not sure if there’s another way of getting this done.

So right now I haven’t found any solution for this limitation. I still don’t understand why dedicated memory allocation is not allowed as it’s required for exported textures handles for interoperability.
After enabling it I haven’t noticed anything weird in the game.