Execute Signals and Markers in Edit mode?

When I play my timeline in the timeline editor neither the signals or the markers are being executed, I have to enter play mode in Unity first in order to make it work. I’ve tried using [ExecuteAlways] for my custom marker but it does not help.
Here is the marker code.

[ExecuteAlways]
public class ProfileMarker : Marker, INotification
{
    public PropertyName id => new PropertyName();
}

Here is the receiver code.

[ExecuteAlways]
public class ProfileMarkerReceiver : MonoBehaviour, INotificationReceiver
{
    public void OnNotify(Playable origin, INotification notification, object context)
    {
        double markerTime = ((Marker)notification).time;
        Debug.Log("Marker Time: " + markerTime);
        transform.GetComponent<PlayableDirector>().Pause();
        transform.GetComponent<PlayableDirector>().time = markerTime;
    }
}

Any ideas on how to make this work in Edit mode?

Oh, I find the solution using NotificationFlags.TriggerInEditMode, you can see an example of this here

https://github.com/Unity-Technologies/TimelineMarkerCustomization/blob/master/Assets/6-JumpMarker/JumpMarker.cs