I can't call my Events from my C++ component in Blueprints

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.