# BehaviorTree MemoryNode initialization best practice?

**URL:** <https://forums.unrealengine.com/t/behaviortree-memorynode-initialization-best-practice/305068>\
**Category:** Community & Industry Discussion\
**Tags:** initialize, decorator, unreal-engine, question\
**Created:** [January 26, 2015, 8:21pm UTC](https://forums.unrealengine.com/t/behaviortree-memorynode-initialization-best-practice/305068 "2015-01-26T20:21:43Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![pfrenette](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@pfrenette](https://forums.unrealengine.com/u/pfrenette)\
**Post date:** [January 26, 2015, 8:21pm UTC](https://forums.unrealengine.com/t/behaviortree-memorynode-initialization-best-practice/305068/1 "2015-01-26T20:21:43Z")

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I noticed that the constructor of the BTNode instance data (MemoryNode) is not called.

What is the proper way to initialize instance data for a BTNode?

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**Author:** ![pfrenette](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@pfrenette](https://forums.unrealengine.com/u/pfrenette)\
**Post date:** [March 2, 2015, 6:35pm UTC](https://forums.unrealengine.com/t/behaviortree-memorynode-initialization-best-practice/305068/2 "2015-03-02T18:35:50Z")

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This was unanswered so after further investigation, I initialized the value in the ExecuteTask method.
