Remote player takes maximum fall damage on login

I have a character which overrides the Landed function in order to apply fall damage. This works fine offline, but in multiplayer I get the following warning when a client logs in:

Warning: GetSimulationTimeStep() - Max iterations 8 hit while remaining time 39.504879 > MaxSimulationTimeStep (0.050) for 'FlyDude_C_1', movement 'Falling'

From my understanding, the engine is basically just applying all previous moves for the game to the newly spawned character, which is fine… however, this causes the character to instantly accelerate to terminal velocity and slam into the ground, applying maximum fall damage and killing the character before it’s even really spawned. For whatever reason, this results in a complete lockup of the server on some computers, presumably because the character is not quite done being spawned or something.

Looking into this warning I was told that it’s been relatively normal since around 4.6, so I’m assuming that’s not the real issue, and I just need to change when/where I’m applying the damage.

So is there a better place to implement fall damage than in Landed? Or is there some way to reliably check if backed up moves have been applied? I’ve devised some weird hacks that may do the trick, but I can’t imagine nobody else has ever had this issue before.