first pass of changing transform to use float for scale internally rather than Vector3
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@@ -50,7 +50,6 @@ namespace AZ
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AZStd::vector<Vector2> vertices = m_shapeBus->GetPolygonPrism()->m_vertexContainer.GetVertices();
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Transform transform = GetTransform();
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transform.SetScale(Vector3(transform.GetScale().GetMaxElement())); // Poly Prism only supports uniform scale, so use max element.
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AZStd::vector<Vector3> transformedVertices;
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transformedVertices.reserve(vertices.size());
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