How do I create new objects from a mesh created from animation nodes? Considering this limitation of AN here I'm trying to create one object for each mesh generated with AN, but as show in the link, the object instancer won't help. I also tried expressions and custom script but an error pops up saying that animation nodes data structures aren't accepted as arguments.

Is there any other approach?

EDIT

Ok, after reading the answers and checking the comments I'm going to try to be more specific. Bare in mind that this question comes from a bigger Graph of nodes therefore it may be difficult to explain clearly why some decisions have been taken.

So, for a list of objects I generate a list vectors for each object (which are the result of an operation that calculates the number of points inside a volume and that belong to another list of splines), with this list of vectors I generate a mesh composed of one triangle for each vector. Now, each of the elements in this list of meshes needs to be linked to a different object. 

The problem with @Omar Ahmad solution is that he is feeding to the loop a list of objects but in my case as I'm already inside the loop for the mesh generator I cannot place an object instancer. Here is that part of the graph:

May be I just need to create a list of the generated meshes and put them out of the loop in order to use the instancer but I'm not sure how it will index it and if it will be in sync with object indexes.

I'm uploading the .blend if it helps.
Use the Object Instancer node to create n empty objects where n is the number of meshes you have. Then loop over both meshes and the empty objects and write each mesh to each empty object using the Mesh Object Output node. For example:



Notice how each mesh is its own object.