Hi Luos -
Ok so I am going to eat some crow here. What I expected to happen and what actually happened, totally different. The only way to share a rotation rate between mesh type emitters is to use blueprints to pass the exact same rotation back and forth.
You could also try to hack your way around it by spawning all of the emitters using the seeded values and adjusting the opacity of each when the time requires. Not as performant as using a blueprint but it will work.
Now alternatively you can use a Sprite emitter and the Emitter Initial Location module to share rotation between modules by checking the Inherit Source Rotation.
I have actually put in a feature request to add in the inherit rotation option into the Event Generator/Receiver Logic, UE-20124. It may get backlogged or postponed until Niagra.
Thank You
Eric Ketchum