Add Impulse - Network and FPS inconsistency

as of 4.19 I discovered the following:
All character movement is calculated within a PerformMovement method. This method, for reasons unknown to me, ticks at a different rate on clients than it does on servers/localhost.

I experimented with this by running AddForce in a Character’s Tick method and observing that a localhost moved slow and a remote client moved fast.

I moved the AddForce into an overridden PerformMovement method, and all clients/localhosts moved at the same speed.

My solution was to do something like … replicate the desired push forces into the Character without actually applying them, and then consume the values from PerformMovement. Care has to be taken not to apply a force twice, because other Actor Ticks to apply forces might be occurring at a different rate than PerformMovement is being Ticked. (Would love it if anyone knew why the CharacterMovementComponent ticks at a different rate on clients - I’m actually a newbie myself)