[Networking] UProjectileMovementComponent Dynamic Setup

I have a Projectile Actor, that uses the UProjectileMovementComponent.
In a networked environment, I spawn the Projectile on the dedicated server using the deferred spawn technique. (UGameplayStatics::BeginDeferredActorSpawnFromClass).
I then modify the newly created Projectile’s UProjectileMovementComponent, specifically the InitialSpeed. (Which needs to be determined dynamically given the current conditions of gameplay)
After this modification, I complete the deferred spawning.
The server’s version of this new projectile has the correct InitialSpeed. But the InitialSpeed did not carry over and replicate to the clients. This further causes the server and client Projectile to be out of sync.
I believe this is due to the fact that InitialSpeed is used in UProjectileMovementComponent::InitializeComponent, that runs before replication is available.

What is the intended workflow using the UProjectileMovementComponent in a networked environment, when needing to set its properties dynamically when spawning.