Root Motion Over Network - How Its Done

Hey guys, I have been reading all the posts here… It seems that people want to achieve basic movement with Root Motion which is really not what it’s meant for. Root Motion will cause things like walking in place when walking against an obstacle… And having animation driven by capsule velocity really gives great results. That being said, I find myself having to use Root Motion (unfortunately over the network too) for things such as ledge climbing. Epic forces Root Motion to function over the network on montages only which makes perfect sense since the latter are used mainly for one-shot animations.

My main problem is making complex moves that need to move capsule from point A to point B without Root Motion (cause point B can be at different distances from point A) and have that working over the net without causing dozens of corrections. An example of this is when a player jumps and ALMOST lands on a platform and you assist him with a capsule adjustment.
I have been using Move Component To but this is obviously hacky since I need to switch corrections off and turn them on once the movement has been accomplished.

Does anyone know how to achieve good results with these kinds of problems?