How to not remove infinite GE prematurely in c++

I want to remove all active gameplay effect in c++, but when I ues AbilitySystemComponent->RemoveActiveEffects(FGameplayEffectQuery()) it well call InternalRemoveActiveGameplayEffect(idx, StacksToRemove, bPrematureRemoval:true) in FActiveGameplayEffectsContainer::RemoveActiveEffects.
I want to set the parameter bPrematureRemoval to false. How to do it?
Remove the gameplay effect manually, but not prematurely.
Please excuse my poor English