CCParticleBatchNode ignores rotation from particle emitters

I had a few CCParticleSystemQuad* emitters working fine when added to my game layer. Since there are a lot of them, I decided to add them to a particle batch. Problem is, once the emitter is in the batch, it completely ignores the rotation set on the emitter.

I’m using cocos2d-x 2.2, CCParticleBatchNode* and CCParticleSystemQuad*.

Is there a way around this?

I am wondering about this as well :;qst