UE4 Crashes When Using OpenGL 4

Hi guys,
I was testing to see how Caffeine looks under OpenGL, and whenevever I use the option -opengl4 I get a crash that spits out this crash report:

MachineId:6F147B9C4DBE1C4B467BB4AE90C82624
UserName:Dylza

Unknown exception - code 00000001 (first/second chance not available)

KERNELBASE + 640040 bytes
CaffeineGame!FWindowsPlatformMisc::RaiseException() + 16 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:1812]
CaffeineGame!FOutputDeviceWindowsError::Serialize() + 225 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
CaffeineGame!FMsg::Logf__VA() + 448 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\core\private\misc\outputdevice.cpp:522]
CaffeineGame!VerifyCompiledShader() + 480 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\opengldrv\private\openglshaders.cpp:71]
CaffeineGame!FOpenGLDynamicRHI::RHICreateBoundShaderState() + 1019 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\opengldrv\private\openglshaders.cpp:1542]
CaffeineGame!CreateBoundShaderState_Internal() + 77 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\rhi\public\rhimethods.h:489]
CaffeineGame!FGlobalBoundShaderStateResource::GetInitializedRHI() + 139 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\engine\private\staticboundshaderstate.cpp:65]
CaffeineGame!GetGlobalBoundShaderState_Internal() + 366 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\engine\private\staticboundshaderstate.cpp:124]
CaffeineGame!SetGlobalBoundShaderState() + 524 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\engine\private\staticboundshaderstate.cpp:215]
CaffeineGame!ClearVolumeTextures<4>() + 529 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\renderer\private\translucentlighting.cpp:1095]
CaffeineGame!FDeferredShadingSceneRenderer::ClearTranslucentVolumeLighting() + 203 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\renderer\private\translucentlighting.cpp:1135]
CaffeineGame!FDeferredShadingSceneRenderer::Render() + 3838 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:847]
CaffeineGame!RenderViewFamily_RenderThread() + 616 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\renderer\private\scenerendering.cpp:1013]
CaffeineGame!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`11'::EURCMacro_FDrawSceneCommand>::ExecuteTask() + 236 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\core\public\async\taskgraphinterfaces.h:665]
CaffeineGame!FTaskThread::ProcessTasks() + 2904 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\core\private\async\taskgraph.cpp:338]
CaffeineGame!FTaskThread::ProcessTasksUntilQuit() + 42 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\core\private\async\taskgraph.cpp:177]
CaffeineGame!FTaskGraphImplementation::ProcessThreadUntilRequestReturn() + 161 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\core\private\async\taskgraph.cpp:837]
CaffeineGame!RenderingThreadMain() + 111 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\rendercore\private\renderingthread.cpp:268]
CaffeineGame!FRenderingThread::Run() + 111 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\rendercore\private\renderingthread.cpp:367]
CaffeineGame!FRunnableThreadWin::Run() + 64 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
CaffeineGame!FRunnableThreadWin::GuardedRun() + 130 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
CaffeineGame!FRunnableThreadWin::_ThreadProc() + 41 bytes [h:\ue45\unrealengine-4.5\engine\source\runtime\core\private\windows\windowsrunnablethread.h:85]
kernel32 + 77668 bytes
ntdll + 395324 bytes
ntdll + 395271 bytes

I have tried it with 64 and 32 bit packaged games, as well as the editor itself and all get the same end result.
OpenGL 3 does work sometimes, but looks horrible and most of the time it locks up after a few seconds.
This is happening on Windows 10 Preview & Windows 8.1

D3D11 words beautifully, but I want to be able to see how it will look under Linux.
I wonder if anyone has encountered this before?
Cheers
Dylan

Hey DylserX -

Thank you for your report. I was able to reproduce this internally and have reported this crash to our engineers for further investigation, for reference, UE-5526.

I will keep you informed as we investigate this issue further.

Thank You Again -

Eric Ketchum