Event race condition between blueprints

I have a race condition between blueprint entities, which I don’t know how to work around. I need to load some data after a level is loaded and I do it on BeignPlay in my game state. Once the data is loaded, I send an event using an event dispatcher.
Some of the actors in the level need to react to this event, so I bind a handler to the game state event, after the actors receive the BeginPlay event. As you can see - there are many entities running code on BeginPlay and there’s a race between them (binding an event handler vs. dispatching the event). Is there an established pattern to work around this problem?