Spawning emitter with rotated mesh

I have a projectile blueprint for weapon with scene component or any other (for example arrow), but for some reason “spawn emitter at location” stopped working after i added this root component, basicly it has childs: box collision and static mesh rotated specific way. Not sure how to deal with it, i need to keep rotation for projectile (box and mesh) and leave emitter to work, looks like if to add root, actor is destroying right after collision with static geometry without even any blueprint code added to it. How to deal with this? Thanks.

Dealed with this by adding local rotation to capsule component after spawning (i had it for unrotated projectile), not sure how correct it is, but seems working. If i understand correctly, better not to use relative rotation, cause it can create gimble lock cause of parents.