All packaging occurs from the exact same source, versioned with git. When I package for Mac using the RunUAT command line interface, the resulting build is able to connect to the dedicated server. However, packaging from the binary build of the editor with the exact same project source produces a build that cannot connect to the dedicated server. There must be something slightly different about the way the binary editor “versions” the produced game executable as opposed to the source-built editor.
I’m not sure the engine is supposed to be able to do this, I just encountered it as a frustrating obstacle when the source-built version of the Mac editor couldn’t open my project (built from the same SHA from which the binary editor is built), while the binary editor could. I’ve since figured out how to package from the command line so this is no longer an issue for me, and it might not be worth resolving since it’s such a corner case and the source and binary versions of the editor probably aren’t supposed to be identical. Naturally I would defer to you.