Cross platform networking using a UE4 dedicated server

I am looking into making a cross platform dungeon crawler (PC, Android, iOS) and I am uncertain as to how the dedicated server works in terms of level management. I would like to be able to load a higher quality version of a map on PC and a lower quality version on mobile but it seems like the dedicated server would force the client to load whatever version of the map is built into the server.

  1. If I were to use two maps with the same name (differentiate via folders in the project and cook the specific maps for the platform) would the dedicated server be able to work properly?
  2. Is it possible to use the same blank starting map and stream in the version of the map I need on the client if the above isn’t feasible?

As a note to future viewers, this post (One Mesh To Rule Them All - Unreal Engine) basically answers my question as to what I was trying to accomplish.