Module integration problem

Hello, Im trying to integrate ActionRPGLoadingScreen (from Epic sample) into my project. I solved some issues (in my project DEFINE_LOG_CATEGORY work in some other way), but then I get problems with RPGBlueprintLibrary. For some reason in RPGBlueprintLibrary.h, it cant get a UBlueprintFunctionLibrary class. Im new at c++, so maybe I missed something stupid? What am I doing wrong here?
Here is the log:

RPGBlueprintLibrary.h

#pragma once
#include "LoadingSystemTest.h"
#include "RPGBlueprintLibrary.generated.h"

UCLASS()
class URPGBlueprintLibrary : public UBlueprintFunctionLibrary
{
	GENERATED_UCLASS_BODY()

public:
	/** Show the native loading screen, such as on a map transfer. If bPlayUntilStopped is false, it will be displayed for PlayTime and automatically stop */
	UFUNCTION(BlueprintCallable, Category = Loading)
		static void PlayLoadingScreen(bool bPlayUntilStopped, float PlayTime);

	/** Turns off the native loading screen if it is visible. This must be called if bPlayUntilStopped was true */
	UFUNCTION(BlueprintCallable, Category = Loading)
		static void StopLoadingScreen();

	/** Returns true if this is being run from an editor preview */
	UFUNCTION(BlueprintPure, Category = Loading)
		static bool IsInEditor();

	//Returns the project version set in the 'Project Settings' > 'Description' section of the editor
	UFUNCTION(BlueprintPure, Category = "Project")
		static FString GetProjectVersion();
};

RPGBlueprintLibrary.h (1.0 KB)

RPGBlueprintLibrary.cpp

#include "RPGBlueprintLibrary.h"
#include "ActionRPGLoadingScreen.h"


URPGBlueprintLibrary::URPGBlueprintLibrary(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
}

void URPGBlueprintLibrary::PlayLoadingScreen(bool bPlayUntilStopped, float PlayTime)
{
	IActionRPGLoadingScreenModule& LoadingScreenModule = IActionRPGLoadingScreenModule::Get();
	LoadingScreenModule.StartInGameLoadingScreen(bPlayUntilStopped, PlayTime);
}

void URPGBlueprintLibrary::StopLoadingScreen()
{
	IActionRPGLoadingScreenModule& LoadingScreenModule = IActionRPGLoadingScreenModule::Get();
	LoadingScreenModule.StopInGameLoadingScreen();
}

bool URPGBlueprintLibrary::IsInEditor()
{
	return GIsEditor;
}

FString URPGBlueprintLibrary::GetProjectVersion()
{
	FString ProjectVersion;

	GConfig->GetString(
		TEXT("/Script/EngineSettings.GeneralProjectSettings"),
		TEXT("ProjectVersion"),
		ProjectVersion,
		GGameIni
	);

	return ProjectVersion;
}

RPGBlueprintLibrary.cpp (989 Bytes)