Client-side prediction for physics in VR?

Hi,
I have for months tried to create a very simple VR game… basically the idea is that two players both using a vive will spawn in a room, each player facing each other in separate parts of the room.
In the middle there is a ball/sphere… behind each player there is a goal (think soccer-goal).
The goal of the game is to push the ball into the goal of the opposite player… absically the idea is a bit like a human-scale air-hockey (but will a ball and not a puck).
For making this possible I need some reliable network and physics simulations to run with the lowest possible latency between the clients (or client->server->clients).
In unity there is something called “Authority” which can be swapped around for a spawned object between clients… however… If I have understod everything correctly, client side authority does not exist in UE4?
So how would I be able to achive either client-side prediction for the ball… or how do I tweak the networking to get the lowser possible latency so the collision of the players controller and the ball feels “smooth” and instant?
Are there any good articles out there that describes how to use physics and networking i UE4?

EDIT
I have so far tried to simply replicate the movment of the sphere and disable “Simulate physics” on the clients (when testing this using a dedicated server)… however… without success…