How do I switch to GameNetworkManager's dynamically managed bandwidth system?

My clients are suffering from rubber banding. I know that this is prediction error smoothing, and that the root cause of these prediction errors is the massive choking from the bandwidth restrictions. These are the default settings of the game I’m trying to host as found only in the top of the file hierarchy \Engine\Config\BaseEngine.ini

[/Script/Engine.Player]
ConfiguredInternetSpeed=15000
ConfiguredLanSpeed=20000
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=15000
MaxInternetClientRate=15000

Currently the only solution would be to edit the max client rate settings as seen under IpNetDriver, and then have EVERY client manually change their speeds as seen under Engine.Player. This should of course be done at the bottom of the hierarchy. I have no idea why there would not be a server forced minimum bandwidth setting, but there isn’t (MinClientRate & MinInternetClientRate).

The game will NOT be updating the version of the unreal engine 4 it is using. This leaves me with 2 solutions.

UE4 has a “GameNetworkManager” which dynamically controls bandwidth, but I do not know how to tell my server to use it.
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=total bandwidth limit of the server
MaxDynamicBandwidth=server forced maximum bandwidth of a client
MinDynamicBandwidth=server forced minimum bandwidth of a client

Create a mod that edits the config file of my clients to adjust their bandwidth settings and have them ALL download and install it. What a pain.

How do I switch my server from using the classic method of client set rates and server forced maximum to dynamically managed bandwidth of the GameNetworkManager?

I know this thread is old, but it may help those in need in the future.
In Lyra they have this on their DefaultGame.ini;

[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=200000
MaxDynamicBandwidth=40000
MinDynamicBandwidth=20000

I assume this is the place to make changes to the AGameNetworkManager class.
In my personal project I added the following to enable the speed hack preventions as well, but I am not completely sure this is the correct place to do it.

[/Script/Engine.GameNetworkManager]
bMovementTimeDiscrepancyDetection=True
bMovementTimeDiscrepancyResolution=True
MovementTimeDiscrepancyMaxTimeMargin=0.20
MovementTimeDiscrepancyMinTimeMargin=-0.05
MovementTimeDiscrepancyResolutionRate=1.0
MovementTimeDiscrepancyDriftAllowance=0.0
TotalNetBandwidth=20000
MaxDynamicBandwidth=4000
MinDynamicBandwidth=2000