Unreal Engine Vivox

Since Vivox was bought by Unity, its been a pita integrating Vivox into Unreal.
Anyways if i’m here is cause i still insist in using it in our project.
We are trying to incorporate Vivox Core plugin into our project and we stumbled with two things:

1.- Why on earth do we have to download different plugins depending on plattform? you are the first ones on doing our lives a nightmare. Some of us (a lot of us) have cross plattform games which use plugins that cover several plattforms without the need of replacing plugin / rebuilding / repackaging the project for packaging our games. Thats not the case with Vivox. So could you at least explain why? and how should implement a single plugin in a project that packages for several plattforms? example Windows + Android + IOS?

2.- There is class you guys are using in your code “EDevice Type” which conflicts with every living project out there in production. The only way that this doesnt happen is on a new fresh project. So…take in consideration that there are a ton of living projects out there that have this issue when trying to integrate Vivox Core.
How could this be fixed ithout modifying Vivox Core code? cause this has to be done for every version used if you work on a cross play product.

I eagerly await your response, thanks in advance

p.s. avoid pointing Docu links, docu is useless