Predicting movement changes on Simulated Proxies

My project is using the gameplay ability system and trying to predict a knockback/knockdown style launch on simulated proxies. When the launch occurs, the client predictively changes the simulated proxy’s velocity resulting in a newly predicted location for the actor.

The problem that I’m seeing is that on a misprediction there is nothing to correct the location of the actor unless the server tries move the actor. I am working on handling a rejected prediction key on misprediction and reverting the actor location/velocity on the client side.

I’m wondering if anyone has experience with predicting movement changes on simulated proxies and how they handled it?

In this post about how epic handled networking in Paragon, the author mentions:

SimulatedProxy Role, AKA Observer
Any other clients receive a steady stream of locations/state from Authority and apply them directly. There’s complexity added in with “network smoothing” where we clean up/make the positions/rotations being sent by the server look nicer by smoothing the character’s location, but mostly it’s just that - applying whatever state changes the server sends.

“A steady stream of locations/state” makes me believe that something was implemented by Epic to periodically correct the location/state of simulated proxies, but I may be misinterpreting.