There seems to be more than one issue. Network latency aside (disabling network emulation) still results in debug drawing the GetActorTransform to lag behind as speed increases.
I tried exposing the FBodyInstance transform to BP and from drawing that, but it gives the exact same result.
Changing the tick group does nothing for either method (not using async physics).
How can I get the exact transform of the physics bodies as seen when showing collisions?