Are Events Synchronous or Asynchronous?

I was worrying about this the other day with my save game. I made a massive test involving 8000 blueprints all reading and writing to the savegame at the same time.

UE handled it no problem, so you’re ok.

The only problem you will have is if you use nodes with latency anywhere. Good example is delay. These nodes have a little ‘clock’ on the top right:

306142-clock.jpg

Use any of those, and it all goes out the window…

I have an Event that I want multiple objects to bind to, that will all be reading and writing to the same variable (Health) during execution, and then the object that called the Event is going to be checking the final value (did I die?). Do I have to worry about all the Events happening at the same time and possibly changing the value while another object is using it? If so, is there any way to make them atomic? Or do the Events happen one after the other so I only have to worry about the current Blueprint changing my value?