I figured this belonged as a separate question stemming off of this: BTTask NodeMemory? - AI - Unreal Engine Forums
C++ BTTaskNodes are able to not be instanced and thus only work off of a passed around NodeMemory rather than properties on the node itself. If we look at an included non-instanced node: BTTask_Wait we can see that it has two properties exposed to the editor: WaitTime and RandomDeviation.
If we place two of these non-instanced wait nodes in a behavior tree, and change the WaitTime and RandomDeviation properties to different values for each node, how does this work when it comes to the nodes sharing the same node object (non-instanced)? Are the editor-editable UProperties set each time before each specific Wait node is executed/ticked?