Custom gameplay module not loaded by default?

I’m just getting started with modules, creating one for my loading screen.
(I took inspiration from this unreal talk: Async Loading Screens and Transition Levels | Unreal Fest Europe 2019 | Unreal Engine | Talks and demos )

The problem is, as soon as I call

FModuleManager::GetModuleChecked<FBSLoadingScreenModule>(...)

To execute some logic from my module, an assertion fails that the modules is loaded:

checkf(ModuleManager.IsModuleLoaded(ModuleName), TEXT("Tried to get module interface for unloaded module: '%s'"), *(ModuleName.ToString()));

This is my module build.cs file:

using UnrealBuildTool; 

public class BSLoadingScreen: ModuleRules 
{
	public BSLoadingScreen(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;

		PublicDependencyModuleNames.AddRange(new string[] 
		{
			"Core",
			"CoreUObject",
			"Engine",
			"Slate",
			"SlateCore",
			"MoviePlayer",
			"UMG"
		});

		//The path for the header files
		PublicIncludePaths.AddRange(new string[] { "BSLoadingScreen/Public" });

		//The path for the source files
		PrivateIncludePaths.AddRange(new string[] { "BSLoadingScreen/Private" });
	}
}

In my project build.cs file I add a dependency like this:

PublicDependencyModuleNames.AddRange(new string[] { "BSLoadingScreen"});

And my module is loaded in my .uproject file like this:

{
	"Name": "BSLoadingScreen",
	"Type": "ClientOnly",
	"LoadingPhase": "PreLoadingScreen"
}

Is there something I forgot to do in order to load the module? I do not think I have to call LoadModule explicitly?

Thanks in advance

Solved my own question:

Was calling

FModuleManager::GetModuleChecked<FBSLoadingScreenModule>(FName("BSLoadingScreenModule"))

In stead of:

FModuleManager::GetModuleChecked<FBSLoadingScreenModule>(FName("BSLoadingScreen"))