Is there a way to avoid physics interpolation when moving a replicated object on the client?

This is a very niche question, and my hopes are low, but I was wondering if anyone knew of a method or hacky trick to prevent the following problem from happening:

Characters are created on the server, with their respective client network owners set.

The client playing (left), teleports it’s slingshot to the ball locally whenever it comes to a stop. It happens instantaneously.

The client viewing (right), has this behavior replicated, but the physics interpolation assumes there was missing data and interpolates to the new position.

I’ve tried setting the position to the goal position on the client viewing, but the interpolator ignores this because it is not physics data.

Ideally, the position update would happen instantly for both clients. I am sure there is some kind of trick, but I’m not sure what to do.

I am capable of notifying other clients when this is supposed to happen with a remote, just not sure how to prevent the interpolation in this specific instance.

I will say I do not want to set this position on the server, because any latency can affect the playing client.