TCP Socket Listener, Receiving Binary Data into UE4 From a Python Script!

Hello, everybody.
I would like to create and run simple plugin to receive data from android device used as tcp client and receive it inside of unreal engine plugin, I was able to create tcp listener, but since there is very little documentation, and I am new to unreal engine, and also c++, and also to networking communication. Android application is sending data, i was able to check it with socket test. I was also trying to follow 's tutorial on tcp listener, however I was still not able to receive any data with my plugin.

here is code sample i used:


UE_LOG(LogTemp, Warning, TEXT("Connector Plugin Module loaded!"));
    
    	FIPv4Address ip;
    	const std::string server_ip = "127.0.0.1";
    	int port = 8888;
    	if (!FIPv4Address::Parse(UTF8_TO_TCHAR(server_ip.c_str()), ip))
    	{
    		UE_LOG(LogTemp, Warning, TEXT(" FIPv4Address::Parse error!"));
    	}
    
    	TSharedRef<FInternetAddr> Addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
    	Addr->SetIp( ip.Value );
    	Addr->SetPort( port );
    
    	FSocket* listenerSocket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateSocket(NAME_Stream, TEXT("default"));
    	if (!listenerSocket)
    	{
    		UE_LOG(LogTemp, Warning, TEXT("Error create socket!"));
    	}
    	
    
    	//FIPv4Endpoint Endpoint = FIPv4Endpoint(ip, port);
    	FTcpListener myListener = FTcpListener(*listenerSocket, FTimespan(0, 0, 30));
    
    
    	uint32 size;
    
    	while(true)
    	{
    		if(!listenerSocket->HasPendingData(size) ){
    		
    			UE_LOG(LogTemp, Warning, TEXT("No Data waiting!"));
    		}
    
    		uint8 Data[1000];
    		int32 BytesRead;
    		if (!listenerSocket->Recv(Data, sizeof(Data), BytesRead))
    		{
    			UE_LOG(LogTemp, Warning, TEXT("Error recv!"));
    
    		}
    		else    		{
    			UE_LOG(LogTemp, Warning, TEXT("OK recv!"));
    		}
    	}

if you have any working solution, give me some advice advice, i know i am doing something ( or maybe everything) wrong, but i tried so many solutions.