First of all, If the actor is about only the particle emitter, I wouldn’t spawn a particle system as an actor.
Try this instead of the actor spawning.
Second, put one more line after exctly you spawn the actor ( and debug it that if it shows Nullptr or not, look at the dissassembled code. )
If (!m_ElectriShokeEffect) return;
You didn’t describe about the debugging state, so my answer may not correct.
But code looks like very agressively instantiate the actor.