# Execute events for server and all other clients without creating multiple events

**URL:** <https://forums.unrealengine.com/t/execute-events-for-server-and-all-other-clients-without-creating-multiple-events/1137840>\
**Category:** Multiplayer & Networking\
**Tags:** Networking, custom-event, Replication, Server, unreal-engine, Multiplayer, question\
**Created:** [April 23, 2023, 9:04am UTC](https://forums.unrealengine.com/t/execute-events-for-server-and-all-other-clients-without-creating-multiple-events/1137840 "2023-04-23T09:04:50Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![hridiv](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@hridiv](https://forums.unrealengine.com/u/hridiv)\
**Post date:** [April 23, 2023, 9:04am UTC](https://forums.unrealengine.com/t/execute-events-for-server-and-all-other-clients-without-creating-multiple-events/1137840/1 "2023-04-23T09:04:51Z")

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Has anyone figured out a workaround allowing you to execute an event on the client, server, and all other clients?

The current approach is such painful work and requires the following steps

1. Create a non-replicating event (A) that does the actual task
2. Create a Server event (B)
3. Create a Multicast event (C)
4. Call A on the current client (Make the current client do the task)
5. Call B on the current client (Tell the server that we want to do the task)
6. Call C from B (The server will tell all other clients to do the task)
7. Call A from B again (All other clients will do the task)

Repeating this long process for every task is a complete waste of time. So I was wondering if there is a way to make this easier.

If only Unreal allowed passing Events as input to other events, I would only have to create this setup once. I also checked out Set Timer by Function Name but you cannot provide inputs to it so it is not really helpful.

Any suggestions would be welcome.
