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

Per the documentation:

Add force to character. Forces are accumulated each tick and applied together so multiple calls to this function will accumulate. Forces are scaled depending on timestep, so they can be applied each frame.

I confirmed that multiplying by the frame delta now makes it frame dependent on all scenarios, not just in the multiplayer context.

Thanks for the response, but the search for a solution continues!