Niagara emitters stopped working after switching to Dx12

Hi there,
After migrating our project from UE5.4. to UE5.5. we’ve decided to switch from Dx11 to Dx12 as well. However, the moment we’ve done that, every single Niagara emitter stopped showing up (both in editor and in the shipping version, too). What’s odd, when I place a new emitter on the level, it seems to be working fine, but the old ones are simply not visible. The same applies to Cascade Particle System emitters - and those won’t appear even if replaced with the new ones.

I tried refreshing all nodes and compiling again in the blueprints if those emitters were places inside them, but to no avail. Also, when I try to spawn a system at location (i.e. in the case of a blood burst when an NPC has it’s head blown off) but it won’t appear either. No project setting has been changed except for this Dx11 to Dx12 switch.

I wonder if anyone encountered a situation like that.

It seems that I’ve found a solution: Everything seemed to be working on an empty level, so the cause of all this must have been on the maps we created already. I checked all the options inside the Post Processing volume. Changing translucency type from Ray Tracing to Raster did the trick. It works all right now.