How Do I retrieve a catalog from local cache from a secondary project after retrieving remotely?

I have 2 projects set up with addressables. the primary (source) project is the core logic of the app (mobile android/iOS) and the secondary is content. I am able to retrieve the catalog from the secondary project via c# in the primary project. However, after I retrieve the catalog from a remote CCD source, I understand the catalog is cached. I have cases where my users are without wifi and have already downloaded the addressables content. I would like to allow users that don’t have internet available but do have cached addressables on their mobile device to be able to play the app between app sessions (e.g. the app is terminated after downloading the secondary catalog and assets, and started again without wifi).

I am currently using call mentioned in the docs to load the addressable:

var remotePath = "<remote path to my CCD catalog>.json";
var remotecatalog = UnityEngine.AddressableAssets.Addressables.LoadContentCatalogAsync(remotePath,true);
remotecatalog.Completed += OnRemoteCompleted;

However, this does not automatically default to cache when it cannot load from a remote path. Is there a direct way to access the cached secondary catalog when the remote cannot be retrieved?

I am using Unity 2021.3.11f1 and Adressables package version 1.19.19

I can successfully target the cached catalog using the same call to LoadContentCatalogAsync and explicitly passing the file path to the local cached file; however the name of the file is different than what is uploaded on the remote. So I was wondering what is the naming convention used so that I can make the logic more robust when trying to reach the cached version when the remote catalog is not available. Or if there was a better way to do so that handled network connectivity issues ambiguously; defaulting to cache version automatically?