PhysX networking character with rewind and prediction on UE4

I’m trying to create a physic character replication in UE4.

To allow the rewinding, on client side I need exclude from the world scene simulation the character. When occurs world simulation the characters remain stationary.

At this point I need an API That accept the actor and to DeltaTime, so I can control the simulation of the single character.

My idea is to have the world simulation That drive all actors, except all characters where the simulation occurs only when explicitly called by the game.

This is possible?

If this is not possible I would like to understand how can I query the engine to get collision information to create a parallel code that simulate physics.

I’ve also started this: https://forums.unrealengine.com/showthread.php?140865-Get-collision-location-each-tick

Thanks in advance