To properly answer the question, BlueprintImplementableEvent does not imply BlueprintCallable. You can have a function implemented in blueprints, but not callable by the blueprints- even from within the function you’re implementing.
So the correct UFUNCTION would be this:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, Category = "Custom")
void ShakeCameraFastDelegate();
Or in Mata’s case, this:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, Category = "Event on interact")
void StartInteraction();
The order of UFUNCTION tags don’t matter, so you can flip them if you’d like:
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "Event on interact")
void StartInteraction();
This is the case for all types of components and actors, including ACameraActor.