Can another UE Editor instance join a listen server hosted from another UE Editor?

If two clients have the exact same game code and resources, can you host a listen server in one and join it from another UE4 instance on the same LAN?

I’ve tried this and it worked once, but the blocking factor at the moment is that remote client winds up trying to load server’s map with a PLAYWORLD_PACKAGE_PREFIX of “UEDPIE_0_mymap” instead of just “mymap”, which doesn’t exist on the client.

Is there anyway to tell the client to load the package without that prefix or tell the PIE listen server not to utilize the UEDPIE prefix?