How to call a BlueprintImplementableEvent from a static function?

Hi Kehel18, and thanks for your time, since BlueprintImplementableEvent cannot have a static function, and I want to trigger that event from a static function, I wanted to create an object of the class inside the static function and then call the non-static function using that object, for that I first writed:

static EdsError EDSCALLBACK handleObjectEvent(EdsObjectEvent event,
		EdsBaseRef object,
		EdsVoid* context) {
	
		ACameraNikon Camera;  //Triggers the error: UE4Editor.exe has triggered a breakpoint.
		static ACameraNikon* Cam=GetInstance();

		if (event == kEdsObjectEvent_DirItemCreated) {
			GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Orange, ("DirItemCreated"));
			
			Camera.ShutterDown();
			
		}

		// Object must be released
		if (object)
		{
			EdsRelease(object);
		}
		return EDS_ERR_OK;

	}

But, since it triggers the error: “UE4Editor.exe has triggered a breakpoint”, I was not able to make it work. Then I was trying to get an instance of the class as static and then use that instance to invoke my non-static ShutterDown function, but it still don’t work. I found the code for that instance from this discussion:

So the main thing is that I want to generate an event that can be used as blueprint and can be triggered from a static function.