Difference in Physics on Client in Standalone vs PIE

Hi guys!
In UE 4.27 (GitHub) and UE 5 Preview (GitHub) i caught a bag described in this topic Physics run on dedicated server.
It was resolved in this bug report Difference in Physics on Client in Standalone vs PIE. But i met it again.

For testing were created two empty blank projects with own Pawn class witch has RPC function:
AOwnPawn.h

UFUNCTION(Server, Reliable)
void Server_Move(float Force);

AOwnPawn.cpp

void AOwnPawn::Server_Move_Implementation(float Force)
{
	if (HasAuthority())
	{
		StaticMesh->AddForce(GetActorForwardVector() * Force * StaticMesh->GetMass() * 1000.0F);
	}
}

And as in specified topic, movement speed in Editor mode and Dedicated Server is different.

Is there any way to fix it?