It's been almost a year since GGPO went open source... How come no information about integration?

Unreal Engine has made certain choices. They chose to lock simulation to frame rate, not to a fixed simulation timestep. Because of that, they chose to use extrapolated entities, and not use determinism. And because of that, they also don’t use rollback. That’s core to the simulation and physics part of the Unreal Engine. If you need something else, then Unreal Engine’s physics and simulation is not for you.

You could write your own simulation and networking code. You could still use the Unreal reflection macros, to integrate with the base Unreal rendering bits and Actor. You’d have to either break compatibility with future upgrades (creating a merge problem,) or you turn off physics/collision for all the actors, and replace it with your own components. It’s a lot of work, but you’d have to do that work anyway to build your own engine, and if you do it on Unreal, you get all of the audio and video goodies without any extra effort.

That’s what the market has decided to provide. If you need something else, go forth and build it. If the demand really is there, you’ll make a fortune! But nobody’s going to build it for you.