There are a few ways to get a
Mesh displayed in a scene. The primary method is to create an
Actor with a mesh, which gives you full functionality to manipulate your mesh.
Geoms are the opposite end of the scale. They let you statically insert your
Mesh into the scene in a very performant way, but they cannot be moved or manipulated.
However, sometimes you need some middle-ground, and that's where
MeshInstancer comes in. A
MeshInstancer is a stage node that itself can be moved and manipulated, but allows you to instantiate a mesh multiple times in a way that's fast, and uses much less memory than individual
Actors. There are drawbacks though:
MeshInstancescan't be moved after instantiation, although they can be removed, or have their visibility toggled.
MeshInstancesaren't part of the
MeshInstancescan't have behaviours (although the parent
MeshInstancerdoesn't currently support levels of detail like
MeshInstancescurrently don't support mesh animations.
MeshInstancesdon't currently support material slots.
MeshInstancers are great for things like foliage, trees, or rocks - where you want to instantiate the same mesh many times.