Oh, my mistake. Level events can be replicated in the Gamemode blueprint. But I am actually unsure how to do this. I have a silly method of interacting with objects in the world that involves a Interface blueprint that the player uses to trigger scripts in an interactible object. That object then shoots another interface function back at the player. The player then jumps through the "run on server’ and “multicast” events, then shoots a final interface function back to the object which is now firing on all clients.
I’ll show these working in step by step then I’ll post the interface at the end if you needed to reference it.
First is interfacing to the player. In this case I save off a reference when I first grab an object and then, when I push my interact button, I interface to that player.
The player then jumps through a “run on server” event then a “multicast event” then interfaces back to the object. There are multiple sets of these nodes here because this way I can allow more than one type of replication for the interactible object.
Finally, the event returns and fires off the appropriate event based on the integer that I send from the start.
The interface has nothing to it. Just a bunch of differently named functions so that I can have more choices for replicating. Whether all I need is a “run on owning client” or a “run on server” to “multicast” and exclude re-firing on the initial client, and whether or not the action should be rpc reliable.