Prediction is automatically disabled on entities that are physics based now. This is because their movement can't be predicted, since the physics engine isn't deterministic. Plus even if it was you'd be colliding with server physics objects, so it'd quickly not be.
This isn't a big deal. We're not dealing with 200ms pings here. If you're making a game where your pawn is using physics for movement, you probably won't even notice the lack of prediction anyway.
Additional to this, you can manually turn prediction off now too, this is done by switching Entity.IsPredictable to false.