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Fix FVector2D variant casts
Submitted on behalf of fred.kimberley #rb andy.davidson #preflight 61f8719ea6632a34f35e654b #ROBOMERGE-AUTHOR: andrew.davidson #ROBOMERGE-SOURCE: CL 18801709 in //UE5/Release-5.0/... via CL 18802160 via CL 18821533 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545) [CL 18821619 by andrew davidson in ue5-main branch]
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@@ -4366,13 +4366,13 @@ void FLevelEditorViewportClient::DrawBrushDetails(const FSceneView* View, FPrimi
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const FVector Vertex0 = Poly->Vertices[0];
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FVector Vertex1 = Poly->Vertices[1];
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MeshBuilder.AddVertex(Vertex0, FVector2D::ZeroVector, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), FColor::White);
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MeshBuilder.AddVertex(Vertex1, FVector2D::ZeroVector, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), FColor::White);
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MeshBuilder.AddVertex(Vertex0, FVector2f::ZeroVector, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), FColor::White);
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MeshBuilder.AddVertex(Vertex1, FVector2f::ZeroVector, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), FColor::White);
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for (int32 VertexIdx = 2; VertexIdx < Poly->Vertices.Num(); ++VertexIdx)
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{
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const FVector Vertex2 = Poly->Vertices[VertexIdx];
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MeshBuilder.AddVertex(Vertex2, FVector2D::ZeroVector, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), FColor::White);
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MeshBuilder.AddVertex(Vertex2, FVector2f::ZeroVector, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), FColor::White);
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MeshBuilder.AddTriangle(VertexOffset, VertexOffset + VertexIdx, VertexOffset + VertexIdx - 1);
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Vertex1 = Vertex2;
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}
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