I am getting an error when cross-compiling Linux engine in VS2013 and 12. Selected configuration is Development/Linux. Win64 builds fine.
1> [1/2] Compile Module.Engine.28_of_30.cpp
1> In file included from C:\Dev\Ue4Flex\UnrealEngine\Engine\Intermediate\Build\Linux\x86_64-unknown-linux-gnu\UE4Game\Development\Engine\Module.Engine.28_of_30.cpp:1:
1> In file included from C:\Dev\Ue4Flex\UnrealEngine\Engine\Intermediate\Build\Linux\x86_64-unknown-linux-gnu\UE4Game\Development\Engine\EnginePrivate.h:4:
1> In file included from C:\Dev\Ue4Flex\UnrealEngine\Engine\Source\Runtime\Engine\Private\EnginePrivate.h:8:
1> In file included from C:\Dev\Ue4Flex\UnrealEngine\Engine\Source\Runtime/CoreUObject/Public\CoreUObject.h:7:
1> In file included from C:\Dev\Ue4Flex\UnrealEngine\Engine\Source\Runtime/Core/Public\Core.h:69:
1>C:\Dev\Ue4Flex\UnrealEngine\Engine\Source\Runtime/Core/Public/Containers\Set.h(51,10): error : no matching function for call to ‘GetTypeHash’
1> return GetTypeHash(Key);
1> ^~~~~~~~~~~
1> C:\Dev\Ue4Flex\UnrealEngine\Engine\Source\Runtime/Core/Public/Containers\Set.h(507,57) : note: in instantiation of member function ‘DefaultKeyFuncs::GetKeyHash’ requested here
1> for(FSetElementId ElementId = GetTypedHash(KeyFuncs::GetKeyHash(Key));
1> ^
1> C:\Dev\Ue4Flex\UnrealEngine\Engine\Source\Runtime/Core/Public/Containers\Set.h(410,31) : note: in instantiation of member function ‘TSet, FDefaultSetAllocator>::FindId’ requested here
1> FSetElementId ExistingId = FindId(KeyFuncs::GetSetKey(Element.Value));
1> ^
1> C:\Dev\Ue4Flex\UnrealEngine\Engine\Source\Runtime/Core/Public/Containers\Set.h(389,107) : note: in instantiation of function template specialization ‘TSet, FDefaultSetAllocator>::Emplace’ requested here
1> FORCEINLINE FSetElementId Add( InElementType&& InElement, bool* bIsAlreadyInSetPtr = NULL) { return Emplace(MoveTemp(InElement), bIsAlreadyInSetPtr); }
1> ^
1> C:\Dev\Ue4Flex\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp(214,16) : note: in instantiation of member function ‘TSet, FDefaultSetAllocator>::Add’ requested here
1> OverlapSet.Add(PxActorShape(Actor, Shape), &alreadyProcessed);