CharacterMovement AddForce on server is inconsistent on a client's player, is greatly effected by the frame rate.

Are you multiplying the force with the frame delta? Since you are adding to the force each frame, you have to make the amount added to be frame independent.

void AMyActor::Tick(float DeltaTime)
{
     FVector Force = FVector::UpVector * Speed * DeltaTime;
}