Unable to register ComponentVisualizer

Hi guys,
I’m currently working on a plugin that contains an runtime and an editor module. The editor module houses some slate UI components and an Component Visualizer.
However, upon StartupModule GUnrealEd is nullptr, thus I am unable to register my Component Visualizer. The slate UI and other functionality of the editor module are working correctly.

I’m initializing everything as described in the Wiki (A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums) with the only difference being that the code is located in an plugin.
The LoadPhase of the editor module is set to “PostEngineInit”.

void FSimulationCoreEditorModule::StartupModule()
{
	RegisterComponentVisualizer(UTrackSegmentComponent::StaticClass()->GetFName(), MakeShareable(new FTrackSegmentComponentVisualizer));
...
}


void FSimulationCoreEditorModule::RegisterComponentVisualizer(FName ComponentClassName, TSharedPtr<FComponentVisualizer> Visualizer)
{
	if (GUnrealEd != NULL)
	{
		GUnrealEd->RegisterComponentVisualizer(ComponentClassName, Visualizer);
	}
	
	RegisteredComponentClassNames.Add(ComponentClassName);

	if (Visualizer.IsValid())
	{
		Visualizer->OnRegister();
	}
}

The code does not jump to the GUnrealEd->RegisterComponentVisualizer(…) since GUnrealEd is NULL when the module is started.

This is the setup of the editor module:
{
“Name”: “SimulationCoreEditor”,
“Type”: “Editor”,
"LoadingPhase ": “PostEngineInit”,
“AdditionalDependencies”: [
“SimulationCore”,
“Engine”,
“PhysXVehicles”,
“RenderCore”,
“Landscape”,
“Slate”,
“UnrealEd”
]
}

Has anyone experienced anything like that? Does anyone know whats missing?

Cheers,
Bernhard

Nevermind I found the solution. I removed the AdditionalDependencies from the .uplugin file and now it works!