How to account for latency with Overlap Params Hitboxes?

My game currently has a client hitbox, with the server validating and securing it. I am currently only using radius checks in the server, and I keep getting reports of “Hitbox Extending” for higher ping players. I have already tried changing the radius various times, I am still unable to find a radius that would be perfect to both high and low ping players. Whenever people recommend Client-Sided hitbox, they always suggest radius and latency checks. I have not been able to find any practical or code examples on how to implement these latency checks. I would appreciate if anyone could send me examples or explain how to implement latency checks for client sided hitboxes.