Question about solving a problem with how impulse is handled in network game. ServerMove under heavy client lag

So I found out that impulse is applied only when server move is called, when client’s signal arrives at the server.

In the game I’m currently developing, projectiles can apply impulses on the character they hit. However the applied impulses only get to effect the victim’s CMC when the servermove function is called. This means when the autonomous proxy client of the victim is lagging or his/her network gets cut off for a duration of time, the added impulses don’t get applied on time.

Is there a workaround?