I explained this in your other thread on the same issue (also, please don’t duplicate topics)
https://forums.unrealengine.com/deve…th-medium-ping
Your goal really isn’t that simple.
Client-Side prediction cannot be done for a single object in a physics scene. Physics systems work by integrating all the objects in the scene at once. You can’t simulate just a single object on it’s own which means client-prediction and reconciliation is not possible without duplicating the entire scene, saving it’s state and replaying it for corrections.
This is an unsolvable problem and always has been, it doesn’t matter if the objects are player-controlled or not. Even if you manage to do replay for an entire scene (which is what Rocket League does, and that is very similar to your request) - you still can’t easily solve the case of two latent clients simulating at different framerates and colliding with the same object. Watch the talk about how Rocket League does it’s best to handle it.
There are a lot of GDC talks aout there about how games solved it for their specific use-cases but there is not a one-size-fits-all solution.
The only solution to this problem is deterministic lockstep, which isn’t really used anymore outside of online fighting games because a) no physics engine is determistic accross different platforms or framerates and b) it creates issues with input lag.