Improved Multiplayer Origin Rebasing

Can someone at Epic please take a minute and think about how important this is. All the features being worked on in the trello board, this needs to be prioritized first, but its not even on there! How can a developer truly compete in the open world multiplayer market, when the engine is still limited to the same small map sizes in networked games that it was 10 years ago? It seems the current pulled version of multiplayer origin rebasing does not work for physics or any useful calculations and is more client side. Do you guys have a top secret solution for fortnite? In the next generation of indie games, we must do something about the jitter and limitations that are unplayable beyond such a small distance. How can we stress that this should be the #1 priority of the engine? I have been using unreal since before udk with UT, and so many years later, I still have the same big issue