Changing texture filtering at runtime?

Is it possible to change texture filtering at runtime? Ideally I’d like to control it via material parameters or a global rendering option (I’d be shocked if one existed), but BP or C++ would be fine if those aren’t possible. I’ve tried in BP by getting a texture parameter, changing the filter type, and setting the texture parameter on the MID, but this seemed to have no effect.

You can sample your texture in a custom code node and use any of pre-defined sampler states, thus controlling the way it is filtered.

Is there a reference for these sampler states anywhere? I’m not very familiar with HLSL and have had trouble finding examples of this.