Execution of Development Server, assertion failed: Internationalization.cpp

Hello, I created the binaries for a Linux Development Server but I am having some issues trying to initially execute it.
Running on Ubuntu 14.10 64 bit.

GDB Output:

Using binned.
Assertion failed: HasFoundDataDirectory [File:C:\Build3\Engine\Source\Runtime\Core\Private\Internationalization\Internationalization.cpp] [Line: 206]
ICU data directory was not discovered:
…/…/Content/Localization/ICU

Program received signal SIGTRAP, Trace/breakpoint trap.
0x00007ffff7bcbb5b in raise (sig=5) at …/nptl/sysdeps/unix/sysv/linux/pt-raise.c:37
…/nptl/sysdeps/unix/sysv/linux/pt-raise.c: No such file or directory.

Crash Info:

CALLSTACK START

MyGameServer!ReportCrash(FLinuxCrashContext const&) + some bytes [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h:307]
MyGameServer!EngineCrashHandler(FGenericCrashContext const&) + some bytes [C:\Build3\Engine\Source\Runtime\Launch\Private\Linux/LaunchLinux.cpp:30]
MyGameServer!PlatformCrashHandler(int, siginfo*, void*) + some bytes [C:\Build3\Engine\Source\Runtime\Core\Private\Linux/LinuxPlatformMisc.cpp:1380]
Unknown!/lib/x86_64-linux-gnu/libpthread.so.0(+0x10340) [0x7f1902720340] + some bytes
MyGameServer!FOutputDevice::Logf(wchar_t const*, …) + some bytes [C:\Build3\Engine\Source\Runtime\Core\Private\Misc/OutputDevice.cpp:145]
MyGameServer!FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, …) + some bytes [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h:330]
MyGameServer!FInternationalization::Initialize() + some bytes [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h:330]
MyGameServer!FText::FormatInternal(FText const&, TArray const&, bool, bool) + some bytes [C:\Build3\Engine\Source\Runtime\Core\Private\Internationalization/Internationalization.cpp:71]
MyGameServer!FText::Format(FText const&, TArray const&) + some bytes [C:\Build3\Engine\Source\Runtime\Core\Private\Internationalization/ICUText.cpp:541]
MyGameServer!FText::Format(FText const&, FText const&) + some bytes [Runtime/Core/Public/Containers/Array.h:462]
MyGameServer!FProjectDescriptor::Load(FString const&, FText&) + some bytes [C:\Build3\Engine\Source\Runtime\Projects\Private/ProjectDescriptor.cpp:42]
MyGameServer!FProjectManager::LoadProjectFile(FString const&) + some bytes [C:\Build3\Engine\Source\Runtime\Projects\Private/ProjectManager.cpp:24]
MyGameServer!FEngineLoop::PreInit(wchar_t const*) + some bytes [C:\Build3\Engine\Source\Runtime\Launch\Private/LaunchEngineLoop.cpp:918]
MyGameServer!GuardedMain(wchar_t const*) + some bytes [C:\Build3\Engine\Source\Runtime\Launch\Private/Launch.cpp:33]
MyGameServer!./MyGameServer(main+0x737) [0x13c0227] + some bytes [C:\Build3\Engine\Source\Runtime\Launch\Private\Linux/LaunchLinux.cpp:192]
Unknown!/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf5) [0x7f1901731ec5] + some bytes
Unknown!./MyGameServer() [0x13b809c] + some bytes

CALLSTACK END

I looked at line 260 of Internationalization.cpp and it checks if the ICU data is there, if not it throws the error(I think).
How do I make sure the ICU was built properly and at what point(in the process of deploying a Development Server)
should I check that its correct?

Thank you in advance.

Edit: I used clang 3.3 in the building process. When I get out of the fetal position I will rebuild the Development server with clang 3.5.

This is a duplicate of the post listed below.