ShaderCompileWorker expects different HLSL header format

I’m getting basically the same, “Bad hlslcc header found! Missing ‘#’!”.

If I set

r.ShaderDevelopmentMode=1
r.DumpShaderDebugInfo=1
r.DumpShaderDebugShortNames=1

I get only one shader …/…/Saved/ShaderDebugInfo/GLSL_150/Global/SlateElementPSLineSegment_1_1/SlateElementPixelShader.usf. When I run CCT (no .bat file I can see, so using options similar to ones mceier gives)
./CrossCompilerTool …/…/Saved/ShaderDebugInfo/GLSL_150/Global/SlateElementPSLineSegment_1_1/SlateElementPixelShader.usf -o=…/…/Saved/ShaderDebugInfo/GLSL_150/Global/SlateElementPSLineSegment_1_1/Output.glsl -ps -entry=Main -gl4 -dx11clip -nopp

output.glsl attached (basically same as mceier gets)

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