How to reactivate a ParticleSystemComponent after it has been deactivated?

My Projectiles have a public UParticleSystemComponent *TrailParticles, which I reference in the constructor by

	TrailParticles = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MovementParticles"));
	TrailParticles->AttachTo(CapsuleVisual); //the root component, a UStaticMeshComponent
	TrailParticles->bAutoActivate = true;
	TrailParticles->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));
	static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleAsset(TEXT("/Game/Materials/Trail.Trail"));
	if (ParticleAsset.Succeeded())
	{
		TrailParticles->SetTemplate(ParticleAsset.Object);
		
		if (Debug)
		{
			UE_LOG(LogTemp, Log, TEXT("%s: Created TrailParticles."), *GetDebugName(this));
		}
	}

And in another class, I am spawning these Projectiles by

while (i < 100)
{
	Projectile = World->SpawnActor<AProjectile>(FVector(2500.f, 2500.f, -1000.f), FRotator(0.0f), SpawnInfos);
	if (Projectile != NULL)
	{
		Projectile->SetActorHiddenInGame(true);
		Projectile->ResetSpeed(); //sets the moving vector to 0, so Tick() won't move them
		Projectile->TrailParticles->ToggleActive();
		if (ProjectileQueue->Enqueue(Projectile))
			i++;
	}
}

I am preallocating some Projectiles, so I am then adding these into my TQueue, that’s why I want to disable them at first. The Ribbons should be activated, when I use the projectiles in the game, which works: