I think your title is a little miss-leading, you are building on windows not linux. And no you can’t, as far as I know, crosscompile the editor from windows to linux.
To better understand this, you are just trying to cook/package your project for Linux, in Windows, correct?
You would build or use the Windows UE4Editor just as normal, but additionally, you need to compile UE4Game for Linux using Visual Studio. I generally compile Test build as it’s not Development and not Release, so it still has a bit of debugging and console works OOB (iirc, in Release I couldn’t get the console working without changing .ini).
After you compile the UE4Game, go to Engine/Binaries/Linux and rename UE4Game-Test-Linux to just UE4Game, as packager will complain it can’t find it otherwise (pattern matching seems to be broken?)
From there you just need to Package your project for Linux inside the Editor and select the staging folder.
The last error about include is just not right. All paths should be relative to your project/module - how did that C:\ come up?
Hmm, I run epic/master and have not had any problems at all with cooking and packaging. I just built a Test build for Linux of UE4Game in VS - had no errors.
But master is generally unstable so not something anyone should use for real work.
You also say you couldn’t build FROM Linux either, but that’s because you were using epic/4.7 branch, right?
Did you try our community branch at my repo (3dluvr/4.7-linux), because that one works really nicely in Linux. It has bunch of fixes that couldn’t make it for 4.7 release as well.
I also synced it last night with epic/4.7 so it’s up to date with it as well, 4.7.5 atm.