How to synchronize multiple event/thread in blueprint

If, inside the PlayerController blueprint, I make a for-loop node and inside the loop-body I fire (call) a certain event (that event is implemented in a separate blueprint, derived from Actor), then after the for-loop finish execution, I want to proceed execution only if all activity within all of those events finish executing, how do I do it?

In Win32 c++ programming term, it’s like using WaitForMultipleObjects function, to wait for multiple threads to finish, before proceeding with the current process. Can similar functionality be achieved in blueprint?