Just to keep you updated, some engine folks are taking a look at this to see what the best approach is, but will likely be Thursday this week before they can get back to you. In the meantime, one of our devs mentioned the following, if it helps:
This is not supported by our GGPO framework, but can be done with fixed inputs. I’d approach this by having a “Pause” button in the input. Only the client that paused the game can unpause it. It is just another part of the deterministic state, so if you receive the “pause” late (after some predictions), you rollback the state and pause at the right moment.