Here's an interesting hack in the Unreal editor.
You can drag an Event input to a function's entry node to add a new input of type Delegate on that function.
Empty that function of any nodes, than copy-paste the function into a blueprint interface.
The interface will have a function with an input of type Delegate.
Add that interface to a blueprint and then implement that interface function.
You'll see that to can receive a "remote" event delegate through the interface and bind it to a dispatcher declared in the blueprint.
You can also copy the signature of your interface function to dispatchers declared in the blueprint.
This create a dispatcher with a parameter of type Delegate that you can also use to pass remote events.