Bug is floating, so this may take some time to catch it. To reproduce i created this mod
#ifdef SERVER
modded class ActionGetOutTransport{
override void ProcessGetOutTransportActionData(Transport veh, GetOutTransportActionData got_action_data){
super.ProcessGetOutTransportActionData(veh, got_action_data);
Print("DTC_ ProcessGetOutTransportActionData. JumpedOutAnim: " + got_action_data.m_WasJumpingOutAnim + " JumpedOut: " + got_action_data.m_WasJumpingOut + " Speed: " + got_action_data.m_Speed + " threshold: " + got_action_data.m_JumpingOutThreshold);
}
}
#endif
and putted it on server with this issue. So when the player gets out of car bug may happen and i get "Speed: nan" in server script.log.
Maybe car.GetSpeedometerAbsolute() in cycle on car with active simulation is enough. I'm testing it now