In case this isn’t clear to someone else the “answer” is:
Do your own math.
All you need to do is get the position of the next frame - and let’s not call it a frame since its ambiguous and could be confused with an animation frame of which there is no such thing in unreal - Its the next Delta Time position of the bone/socket whatever (if whatever is simulated, again, do the math for it).
And you do the trace / math off of that position.
Done.