Behavior Tree Decorator node property is not working

Epic Games Korea gave an answer to my question.

void UBTNode::InitializeInSubtree(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, int32& NextInstancedIndex, EBTMemoryInit::Type InitType) const
{
	if (bCreateNodeInstance)
	{
		// composite nodes can't be instanced!
		check(IsA(UBTCompositeNode::StaticClass()) == false);

		UBTNode* NodeInstance = OwnerComp.NodeInstances.IsValidIndex(NextInstancedIndex) ? OwnerComp.NodeInstances[NextInstancedIndex] : NULL;
		if (NodeInstance == NULL)
		{
			// new - fix
			NodeInstance = (UBTNode*)StaticDuplicateObject(this, &OwnerComp);
			// old
			// NodeInstance = NewObject<UBTNode>(&OwnerComp, GetClass(), NAME_None, RF_NoFlags, (UObject*)(this));
			NodeInstance->InitializeNode(GetParentNode(), GetExecutionIndex(), GetMemoryOffset(), GetTreeDepth());
			NodeInstance->bIsInstanced = true;

			OwnerComp.NodeInstances.Add(NodeInstance);
		}
		....
}