How to control a looping particle system component in multiplayer ?

**Hello everyone, **

I’ve been stuck with a problem
I saw that to spawn an emitter in multiplayer in the unreal docs is to do this
using an event with multicast replication

and it’s working good but what if my emitter is a looping emitter and after sometime i want to destroy this emitter or deactivate it.
I tried hell a lot of methods but none of them are working correctly

does anyone know what’s the correct way to handle this please ?