RenderToTexture Blueprint Particle Effect Support?

I’ve read through how you can capture several different types of assets to disk but I’m wondering if you can capture a particle effect that plays for X number of seconds? The idea is to record a particle affect that is stationary and convert it to a flipbook animation to improve render times on mobile devices. I also can simulate nice glow affects by prerecording it.

The only way I can think of is to record a material and somehow hook up another capture component from the particle effect to a quad that has the captured material applied? Is this possible or is there another way to just say capture whatever is rendered by adding a particle affect into the world?

Thanks,