Particle System Component cannot be deactivated

So, I’m spawning a particle system attached to an actor via code:

/* header */
UPROPERTY()
UParticleSystemComponent* PreExplosionPSC;

/* cpp */
//Activate System
UParticleSystemComponent* psc = UGameplayStatics::SpawnEmitterAttached(ExplosionEffects.ParticleSystem, StaticMeshComponent);
psc->ActivateSystem(true);

//Deactivate System - I've tried all of these but none seems to kill it
PreExplosionPSC->SetActive(false);
PreExplosionPSC->Deactivate();
PreExplosionPSC->DeactivateSystem();
PreExplosionPSC->bSuppressSpawning = true;
PreExplosionPSC->KillParticlesForced();
PreExplosionPSC->DestroyComponent();
PreExplosionPSC->SetHiddenInGame(true);

Any ideas?

Ok, this one should go on the wall of shame - spent about an hour on this, just to see that 10 lines below my spawn code, I spawn another instance of this Particle System. It’s this one that still remained after killing the original one :/.

For reference, the following works perfectly:

// Start it
PreExplosionPSC = UGameplayStatics::SpawnEmitterAttached(PreExplosionEffects.ParticleSystem, StaticMeshComponent);
PreExplosionPSC->ActivateSystem(true);

// Kill it
if (PreExplosionPSC)
{	
	PreExplosionPSC->DeactivateSystem();
}