CreateStaticMeshFromBrush Linker Error in Windows

In my Test Project, I have an Actor that creates a UStaticMesh from a Brush. This compiles fine on Linux but in Windows I get the following error message:

How can I solve this Problem? Here is my code.

TestActor.h:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "TestActor.generated.h"

UCLASS()
class TESTPROJECT_API ATestActor : public AActor
{
	GENERATED_BODY()

public:
	// Sets default values for this actor's properties
	ATestActor();
	virtual void PostActorCreated() override;

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;
};

TestActor.cpp:

// Fill out your copyright notice in the Description page of Project Settings.


#include "TestActor.h"
#include "Editor/UnrealEd/Classes/Builders/CubeBuilder.h"


// Sets default values
ATestActor::ATestActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

}

// Called when the game starts or when spawned
void ATestActor::BeginPlay()
{
	Super::BeginPlay();

}

// Called every frame
void ATestActor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

void ATestActor::PostActorCreated()
{
	UStaticMesh* StaticMesh = nullptr;
	UWorld *World = GEditor->GetEditorWorldContext().World();
    ABrush* DefBrush = World->GetDefaultBrush();
    DefBrush->BrushBuilder = NewObject<UCubeBuilder>(DefBrush,"CubeBuilder");
	DefBrush->BrushBuilder->Build(World, DefBrush);
	DefBrush->SetNeedRebuild(DefBrush->GetLevel());
	GEditor->RebuildAlteredBSP();
	UE_LOG(LogTemp, Warning, TEXT("1"));
	CreateStaticMeshFromBrush(this, TEXT("Test"),World->GetDefaultBrush(), World->GetDefaultBrush()->Brush);
	UE_LOG(LogTemp, Warning, TEXT("2"));
}

TestProject.Build.cs:

// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;

public class TestProject : ModuleRules
{
	public TestProject(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UnrealEd" });

		PrivateDependencyModuleNames.AddRange(new string[] {  });

		// Uncomment if you are using Slate UI
		// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });

		// Uncomment if you are using online features
		// PrivateDependencyModuleNames.Add("OnlineSubsystem");

		// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
	}
}

Hello,

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Thanks