// Copyright Epic Games, Inc. All Rights Reserved. #include #include "ComputeChannel.h" #include "SharedMemoryBuffer.h" int main() { FComputeChannel Channel; if (!Channel.Open()) { std::cout << "Environment variable not set correctly" << std::endl; return 1; } std::cout << "Connected to client" << std::endl; // // Client will wait for output before sending data on channel 1 size_t Length = 0; char Buffer[4]; for (;;) { size_t Read = Channel.Receive(Buffer + Length, sizeof(Buffer) - Length); if (Read == 0) { return 0; } Length += Read; if (Length >= 4) { std::cout << "Read value " << *(int*)Buffer << std::endl; Length = 0; } } return 0; }