Predicted Cube moves farther on client than on server with same Linear Velocity

I’m spawning a predicted cube on client and server at the same tick with a linear velocity of 1 in the +z
The cube on the client moves about 3.5x farther per second than the cube on the server, each with the same linear velocity
Why is this?

Intermittently on spawn, the cube will shoot off in the up direction for no apparent reason. No other physics objects are in the spawn location, and it’s not colliding with anything else in the scene (it’s 1m above the floor), very strange

Entities/Physics/Netcode 1.2.1

It’s only the client ghost that’s shooting up into the air.
On the client and server, I’m using predicted player’s object spawn at (0,1,-10)
The server always spawns at that position, but when the client intermittently ‘shoots up into the air vertically’, it’s always only on the client, and the client’s spawn location is at (0,0,0) before it shoots up vertically.
There’s no linear or angular velocity of the cube at spawn.
The classification system is working fine, it’s finding the predicted spawned cube on the client and matching it with the snapshot from the server.

For both the PhysicsVelocity and LocalTransform components, I have DontSerializeVariant selected.

When the client spawns to (0,0,0), it’s intersecting the floor, which is why it’s shooting up vertically I presume, but what’s making it spawn at (0,0,0)?

it happens only 1/5 or so spawn.