Do unused emitters on a system affect performance?

I’m thinking of putting multiple patterns of emitters on one system for ease of management, but I’d like to know if this is a good idea.
For example, to create an effect that changes in few stages depending on the strength of the magic, change the emitter that appears according to the scale input value.
For larger scales, add spawning of larger pieces. For small scales it doesn’t spawn large pieces, but does having zero spawn count still affect performance?
Of course I don’t think to include emitters with different attributes or completely different uses, but would it be ok to include emitters that I don’t use beforehand for some variation?

Hi, it will slightly affect performance (Emitter has it’s own tick, transform, etc), but if you target PC - probably it will be unnoticeable if you don’t add thousands of them.
But why won’t you just spawn them and destroy according to your need? This seems to be more correct approach.

This approach was taken not for the emitter spawning purposes, but for ease of creation.
You can make stepless changes by linking one user parameter and emitter. It also makes it easy to visually check the scale of the emitter.
I was tired of editing a bunch of Niagara systems to see changes in user parameters. But if it’s on one system, just uncheck the emitter.
I will continue this approach if there are few negative effects. I personally think this is a convenient approach.