FToolMenuSection AddDynamicEntry usage?

Im trying to do a button on the main toolbar that only be visible with an specific class, but the
using AddDynamicEntry, dont proc FNewToolMenuSectionDelegate, Register Menu! is appearing, when i debug
the menu is ok

void UGASAttributeSubsystem::RegisterMenus()
{
    UE_LOG(LogTemp, Warning, TEXT("Register Menu!"));
    UToolMenu* ToolbarMenu = UToolMenus::Get()->ExtendMenu("AssetEditor.BlueprintEditor.ToolBar.Defaults");
    FToolMenuSection& Section = ToolbarMenu->FindOrAddSection("GasAttributes");

   /*Section.AddDynamicEntry(
        FName(TEXT("AddAttributeButton")),
        //FNewToolMenuSectionDelegate::CreateUObject(this, &UGASAttributeSubsystem::BuildAddAttributeMenu)
        FNewToolMenuSectionDelegate::CreateLambda([this](FToolMenuSection& InSection)
        {
                UE_LOG(LogTemp, Warning, TEXT("Lambda ejecutado"));
                UToolMenu* Menu = InSection.FindContext<UToolMenu>();
                if (Menu)
                {
                    UE_LOG(LogTemp, Warning, TEXT("Hay Contexto de Menu"));
                }
                else
                {
                    UE_LOG(LogTemp, Warning, TEXT("No Hay Contexto de Menu"));
                }
        })
    );*/    

    UToolMenus::Get()->RefreshAllWidgets();
}
void UGASAttributeSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
    Super::Initialize(Collection);

    // Register the extension point in the Blueprint editor toolbar
    UToolMenus::RegisterStartupCallback(FSimpleMulticastDelegate::FDelegate::CreateUObject(this, &UGASAttributeSubsystem::RegisterMenus));



    if (GEditor)    {
        GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OnEditorOpeningPreWidgets().AddUObject(this, &UGASAttributeSubsystem::OnAssetOpened); 
        GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OnAssetClosedInEditor().AddUObject(this, &UGASAttributeSubsystem::clearAsset);
    }

}

On the other hand OnAssetOpened, clearAsset works like a charm,

what im missing?