NVIDIA GameWorks Integration

Is it possible to activate or spawn Flex shape emitters in game? I tried, but the editor crashes with an error message:

[2019.05.03-08.55.38:084][770]LogWindows: Error: === Critical error: ===
[2019.05.03-08.55.38:084][770]LogWindows: Error:
[2019.05.03-08.55.38:084][770]LogWindows: Error: Assertion failed: Container->IsMapped() [File:C:\git\UnrealEngine\Engine\Plugins\GameWorks\Flex\Source\Flex\Private\FlexParticleEmitterInstance.cpp] [Line: 82]

When looking at that line in the source code, it looks like is the expected behaviour.

What I want to do is have a shape emitter being ready, and when an event happens it spawns the particles. I then want to be able to invoke the same spawning again multiple times.
Funny thing is that it works if I do it in the editor by having the checkbox “Auto Activate” unchecked when the game starts, then pause the game and check it. works exactly the way I want, but I can’t get it to work from a blueprint script.