Binary ‘==’: no operator found? FTransform == FTransform

GetAllTransforms is just getting the world transforms of all group actors and returning it.
not checking anything == or != in this function.
the checking takes place in RandomLocation and on beginplay.

GroupActor.cpp

void AItemGroup::CreateStaticMeshComponents()
{
	//Override the Existing Scene component
	NewScene = CreateDefaultSubobject <USceneComponent>("Scene Component");
	RootComponent = NewScene;

	FVector StaticMesh01Location(-44.814232, -77.620117,  -0.000031);
	FRotator StaticMesh01Rotation(0.000000, 0.000000, 0.000000);
	FVector StaticMesh01Scale(1.000000, 1.000000, 1.000000);
	StaticMesh01 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh01"));
	StaticMesh01->AttachToComponent(NewScene, FAttachmentTransformRules::KeepRelativeTransform);
	StaticMesh01->SetRelativeLocation(StaticMesh01Location);
	StaticMesh01->SetRelativeRotation(StaticMesh01Rotation);

	FVector StaticMesh02Location(100.352554, -36.545986, -0.001999);
	FRotator StaticMesh02Rotation(0.000000, 90.000000, 0.000000);
	FVector StaticMesh02Scale(1.000000, 1.000000, 1.000000);
	StaticMesh02 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh02"));
	StaticMesh02->AttachToComponent(NewScene, FAttachmentTransformRules::KeepRelativeTransform);
	StaticMesh02->SetRelativeLocation(StaticMesh02Location);
	StaticMesh02->SetRelativeRotation(StaticMesh02Rotation);

	FVector StaticMesh03Location(-41.113689, 0.000000, -0.000015);
	FRotator StaticMesh03Rotation(0.000000, 0.000000, 0.000000);
	FVector StaticMesh03Scale(1.000000, 1.000000, 1.000000);
	StaticMesh03 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh03"));
	StaticMesh03->AttachToComponent(NewScene, FAttachmentTransformRules::KeepRelativeTransform);
	StaticMesh03->SetRelativeLocation(StaticMesh03Location);
	StaticMesh03->SetRelativeRotation(StaticMesh03Rotation);

	FVector StaticMesh04Location(-107.150299, 25.726238, -0.001434);
	FRotator StaticMesh04Rotation(0.000000, -90.000000, 0.000000);
	FVector StaticMesh04Scale(1.000000, 1.000000, 1.000000);
	StaticMesh04 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh04"));
	StaticMesh04->AttachToComponent(NewScene, FAttachmentTransformRules::KeepRelativeTransform);
	StaticMesh04->SetRelativeLocation(StaticMesh04Location);
	StaticMesh04->SetRelativeRotation(StaticMesh04Rotation);

	FVector StaticMesh05Location(17.254007, 82.015709,  0.001145);
	FRotator StaticMesh05Rotation(0.000000, 180.000000, 0.000000);
	FVector StaticMesh05Scale(1.000000, 1.000000, 1.000000);
	StaticMesh05 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh05"));
	StaticMesh05->AttachToComponent(NewScene, FAttachmentTransformRules::KeepRelativeTransform);
	StaticMesh05->SetRelativeLocation(StaticMesh05Location);
	StaticMesh05->SetRelativeRotation(StaticMesh05Rotation);
}

void AItemGroup::GetAllTransforms(/*Out*/ TArray<FTransform>& Transform)
{
	FTransform GetWorldTransform_0{};
	FTransform GetWorldTransform_1{};
	FTransform GetWorldTransform_2{};
	FTransform GetWorldTransform_3{};
	FTransform GetWorldTransform_4{};
	TArray<FTransform> MakeArray{};
	if (::IsValid(StaticMesh01))
	{
		GetWorldTransform_0 = StaticMesh01->GetComponentToWorld();
	}
	if (::IsValid(StaticMesh02))
	{
		GetWorldTransform_1 = StaticMesh02->USceneComponent::GetComponentToWorld();
	}
	if (::IsValid(StaticMesh03))
	{
		GetWorldTransform_2 = StaticMesh03->USceneComponent::GetComponentToWorld();
	}
	if (::IsValid(StaticMesh04))
	{
		GetWorldTransform_3 = StaticMesh04->USceneComponent::GetComponentToWorld();
	}
	if (::IsValid(StaticMesh05))
	{
		GetWorldTransform_4 = StaticMesh05->USceneComponent::GetComponentToWorld();
	}

	MakeArray.SetNum(5, true);
	MakeArray[0] = GetWorldTransform_0;
	MakeArray[1] = GetWorldTransform_1;
	MakeArray[2] = GetWorldTransform_2;
	MakeArray[3] = GetWorldTransform_3;
	MakeArray[4] = GetWorldTransform_4;
	Transform = MakeArray;
}

This groupactor has a refference casted in beginplay of mygamemode and later called the function GetAllTransforms.