Failed to compile Material on Linux | error [SM4]

[2015.01.29-13.20.49:239][245]LogShaderCompilers:Warning: Failed to compile Material /Engine/Transient.PreviewMaterial_0 for platform GLSL_150, Default Material will be used in game.
[2015.01.29-13.20.49:309][246]MaterialEditorStats:Error: Error [SM4] error: too many parameters to ‘vec3’ constructor
[2015.01.29-13.20.49:310][246]MaterialEditorStats:Error: Error [SM4] error: ‘return’ with wrong type , in function ‘GetMaterialNormalRaw’ returning vec3
[2015.01.29-13.20.49:310][246]MaterialEditorStats:Error: Error [SM4] warning: left-hand operand of comma expression has no effect
[2015.01.29-13.20.49:310][246]MaterialEditorStats:Error: Error [SM4] error: ‘return’ with wrong type , in function ‘GetMaterialTranslucentMultipleScatteringExtinction’ returning vec3
[2015.01.29-13.20.49:310][246]MaterialEditorStats:Error: Error [SM4] error: ‘return’ with wrong type , in function ‘GetMaterialWorldPositionOffset’ returning vec3
[2015.01.29-13.20.49:310][246]MaterialEditorStats:Error: Error [SM4] error: ‘return’ with wrong type , in function ‘GetMaterialPreviousWorldPositionOffset’ returning vec3
[2015.01.29-13.20.49:310][246]MaterialEditorStats:Error: Error [SM4] error: ‘return’ with wrong type , in function ‘GetMaterialWorldDisplacement’ returning vec3
[2015.01.29-13.20.49:346][247]LogShaderCompilers:Warning: Failed to compile Material for platform GLSL_150, Default Material will be used in game.
[2015.01.29-13.21.09:005][ 0]LogGenericPlatformMisc: FPlatformMisc::RequestExit(0)
[2015.01.29-13.21.09:016][ 0]LogExit: Preparing to exit.
[2015.01.29-13.21.09:019][ 0]LogExit: Exiting.

Hi, I’m using the promoted branch, on Linux Mint 17.1 that runs on a recent workstation with a Geforce Titan that uses the Nvidia 343.36 driver version.
When exporting a model, with multiple materials and from Blender 2.73 standard FBX exporter, the mesh and materials load perfectly but the textures, although they import, don’t apear on the model.

The above inserted log is returned.
The textures are simple 8bit per channel .png are correctly inserted in Blender in everyway possible and the material is set to be shadless just in case.
Is this an UE4 Linux bug?