I have come across an issue with using a parametrised Color Over Life module on GPU sprite emitters.
When running in editor everything works as expected, particle colour changes dynamically. When running outside of the editor particles are always coloured white, even if their default colour is not white.
This appears to happen regardless of whether the emitter is spawned at runtime or during initialisation (as a component).
I have reproduced this in a new third person C++ project. The sphere effect is spawned at runtime, the head spray is a component attached to the character in the component editor.
It may be noteworthy that the materials are the same and are additive unlit materials.
Screenshot in editor.
Screenshot out of editor (cooked content, running from code).
This also occurs in packaged builds.
This appears to be fixed by not using GPU sprite emitters, which is not ideal.