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Fix issue with FMeshNodes and visibility #232

@MattRix

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@MattRix

from an email: "make two mesh nodes, add them next to each other, add some triangles, do some stuff. Later, make the second one invisible (without changing its data and calling MarkChanged) - it ignores the isVisible change to false. I haven't fully traced it through, but it might be that the mesh node needs the call to MarkChanged to make it repopulate the render layer and respect the isVisible/visibleScale change in FNode. Without tracing it all, some dirty flags somewhere are getting stomped I suppose, or the order of all the population stuff doesn't quite work for mesh nodes. I can force a MarkChanged on the second meshnode when I want to set it invisible and then it works fine."

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