How to sample a Texture2D object created by a custom BP HLSL node?

If I connect a Texture object to my SECOND custom HLSL node…
Texture2D BufferA; <— I get this explicitly from named parameter
SamplerState BufferASampler; ← IMPLICITLY created parameter
I can then call Texture2DSample this way, no problems.
vec3 rgb = Texture2DSample(BufferA, BufferASampler, uv);

But I have TWO custom HLSL nodes…
If I connect my first HLSL custom node to BufferA slot…
I do get a usable Texture2D BufferA object in my second custom HLSL node.
But in this case I do not get the correspondly implicitly created SamplerState BufferASampler as I do if I create and connect a Texture Object to the BufferA slot of my second custom HLSL slot of my second HLSL custom node.

This won’t work…the implicitly created
SamplerState BufferASampler
This never get’s created. When I connect my first custom node to my second custom node’s BufferA slot.
UE seems to recognize that my first custom HLSL node is a texture object…see image below…the lower left custom node is displayed as a “texture object”.