UE 4.6.1 slate tabspawning

I am building a plugin for the Unreal Editor and I started porting it to version 4.6.1. In 4.5 and previous versions I made a tab under the window button in the editor. Only this isn’t working in the new version. I have no clue what I am doing wrong! StartupModule() is being called, but the tab just doesn’t spawn.

I also tried the PluginsEditor plugin (UnrealEngine/Engine/Plugins/Editor/PluginsEditor/) code, but that doesn’t work as well.

This was my previous code from 4.5:

#include "MultiEdEnginePch.h"
#include "MultiEdEngineModule.h"
#include "MultiEditWindow.h"

DEFINE_LOG_CATEGORY(MultiEdit)

IMPLEMENT_MODULE(MultiEdEngineModule, MultiEdEngine);

#define LOCTEXT_NAMESPACE "MultiEdit"

const FName MultiEditWindowTabName(TEXT("MultiEditWindowTab"));

MultiEdEngineModule::MultiEdEngineModule()
{

}

void MultiEdEngineModule::StartupModule()
{
	//Starts the plugin
	UE_LOG(MultiEdit, Warning, TEXT("Starting MultiEdit"));

	TSharedPtr<FExtender> extender = MakeShareable(new FExtender);
	extender->AddMenuExtension(
		"WindowLocalTabSpawners",
		EExtensionHook::After,
		NULL,
		FMenuExtensionDelegate::CreateRaw(this, &MultiEdEngineModule::CreateWindowMenu));

	FLevelEditorModule& levelEditor = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
	levelEditor.GetMenuExtensibilityManager()->AddExtender(extender);

	//Register MultiEdit window to the Unreal Editor window menu
	FGlobalTabmanager::Get()->RegisterTabSpawner(
		MultiEditWindowTabName, 
		FOnSpawnTab::CreateRaw(this, &MultiEdEngineModule::CreateTab))
			.SetDisplayName(FText::FromString(TEXT("MultiEdit Window")));

}

void MultiEdEngineModule::ShutdownModule()
{

}

void MultiEdEngineModule::CreateWindowMenu(FMenuBuilder& MenuBuilder)
{
	//Creates the window when pressed
	MenuBuilder.AddMenuEntry(
		LOCTEXT("OpenWindow", "MultiEdit Window"),
		LOCTEXT("OpenWindowToolTip", "Opens the MultiEdit Plugin window"),
		FSlateIcon(),
		FUIAction(FExecuteAction::CreateRaw(this, &MultiEdEngineModule::OpenPluginWindow)));
}

void MultiEdEngineModule::OpenPluginWindow()
{
	UE_LOG(MultiEdit, Warning, TEXT("Creating MultiEdit window"));
	FGlobalTabmanager::Get()->InvokeTab(MultiEditWindowTabName);
}

TSharedRef<SDockTab> MultiEdEngineModule::CreateTab(const FSpawnTabArgs& Args)
{
	return
		SNew(SDockTab)
		.Label(LOCTEXT("TabTitle", "MultiEdit Window"))
		.TabRole(ETabRole::MajorTab)
		.ContentPadding(5)
		[
			SNew(SBorder)
			.Padding(4)
			.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
			[
				SNew(MultiEditWindow)
			]
		];
}

Solution code:

#include "MultiEditPch.h"
#include "MultiEditModule.h"
#include "MultiEditWindow.h"
#include "Editor/WorkspaceMenuStructure/Public/WorkspaceMenuStructureModule.h"

DEFINE_LOG_CATEGORY(MultiEdit)

IMPLEMENT_MODULE(MultiEditModule, MultiEdit);

#define LOCTEXT_NAMESPACE "MultiEdit"

const FName MultiEditWindowTabName(TEXT("MultiEditWindowTab"));

void MultiEditModule::StartupModule()
{
	//Starts the plugin
	UE_LOG(MultiEdit, Warning, TEXT("Starting MultiEdit"));

	//Register MultiEdit window to the Unreal Editor window menu
	FGlobalTabmanager::Get()->RegisterNomadTabSpawner(MultiEditWindowTabName, FOnSpawnTab::CreateRaw(this, &MultiEditModule::CreateTab))
		.SetDisplayName(FText::FromString(TEXT("MultiEdit Window")))
		.SetGroup(WorkspaceMenu::GetMenuStructure().GetLevelEditorCategory())
		.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "Log.TabIcon"));
}

void MultiEditModule::ShutdownModule()
{
	FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(MultiEditWindowTabName);
}

TSharedRef<SDockTab> MultiEditModule::CreateTab(const FSpawnTabArgs& Args)
{
	return
		SNew(SDockTab)
		.Label(LOCTEXT("TabTitle", "MultiEdit Window"))
		.TabRole(ETabRole::MajorTab)
		.ContentPadding(5)
		[
			SNew(SBorder)
			.Padding(4)
			.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
			[
				SNew(MultiEditWindow)
			]
		];
}