When Adding Force to the Client from the Server, why would the force applied be different?

Ok. Why dont you try something like this:

Instead of using NetApplyGrav use a normal function instead.

What I did here is make Gravity a replicated variable. Also I added an authority check so only server actors do the ray cast and set gravity. Also apply gravity is a normal function not a network one.

Edit: Also forgot to mention, use a IsLocallyControlled check so gravity is only applied to actors that are being controlled by a player, this way you apply force locally using the gravity value replicated by the server.

And just be sure that replicated movement and replicates are checked on your actor replication settings.

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