# Why is dedicated allocation disabled in vulkan on android platform?

**URL:** <https://forums.unrealengine.com/t/why-is-dedicated-allocation-disabled-in-vulkan-on-android-platform/2318883>\
**Category:** Rendering\
**Tags:** vulkan, unreal-engine, Android, question\
**Created:** [February 5, 2025, 2:54pm UTC](https://forums.unrealengine.com/t/why-is-dedicated-allocation-disabled-in-vulkan-on-android-platform/2318883 "2025-02-05T14:54:47Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![omigamedev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@omigamedev](https://forums.unrealengine.com/u/omigamedev)\
**Post date:** [February 5, 2025, 2:54pm UTC](https://forums.unrealengine.com/t/why-is-dedicated-allocation-disabled-in-vulkan-on-android-platform/2318883/1 "2025-02-05T14:54:47Z")

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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

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/0/c/c0cb300c38539b8efb8cb503e1cf932d36effc3c.png)

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.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/3/f/13fe6bed990482f695f44ea7e44aafc5f47222eb.png)

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**Author:** ![omigamedev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@omigamedev](https://forums.unrealengine.com/u/omigamedev)\
**Post date:** [February 7, 2025, 10:21am UTC](https://forums.unrealengine.com/t/why-is-dedicated-allocation-disabled-in-vulkan-on-android-platform/2318883/2 "2025-02-07T10:21:44Z")

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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.
