Writing and Reading to Niagara Data Channel 5.7 C++

I have been banging my head against the desk trying to figure out the best way to get to Write and Read (be notified) from an NDC in Unreal 5.7.

I am trying to pass a hit location to a Particle effect to simulate a blood spurt. I got that part working now so I am passing a HitLocation and a HitNormal with success. What I also want is that when the blood hit the ground and applies a Decal (that part is working), I need the system to write back to the channel the DecalPosition and DecalSize to the same channel so I can process it in C++. Ideally, I want to do this only when the actual write happens so I’d like to use the SubscribeToNiagaraDataChannel_WithContext delegate. There are some examples of writing to the GamePlay Burst NDC but nothing on reading or subscribing to it. I have read this knowledge base article but it does not help me with a direction : Niagara Data Channels Update: NEW Access Contexts in Unreal Engine 5.7 | Epic Developer Community

The question is: Can I write to a GamePlay Burst NDC, have the Niagara System write back to the same NDC when animation complete and subscribe to that write from C++?

Thanks.