To get the best result, you need to run the simulation like if you actually threw the projectile - just fast forward! And that is quite easy in any Box2D port. In AndEngine call method step(float timeStep, int velocityIterations, int positionIterations) from class com.badlogic.gdx.physics.box2d.World in a loop to run it as fast as you want. You can apply arbitrary forces at the beginning or between each two steps.
Note that in AndEngine the World class is wrapped in class PhysicsWorld that doesn't give you direct access to the instance of World. However you can extend PhysicsWorld to get access to protected fields, or you can simply call onUpdate method. This one updates all AndEngine physics connectors as well.
Just be careful with the performance, play with the parameters. Maybe create a clone of your physics world that will be simplified, containing just the objects directly needed for the simulation.