Set min, mag, and mip filters in C++

I am trying to figure out how to set the filter/interpolation methods for minification, magnification and mip interpolation. In OpenGL this is done via glTexParameter but I am struggling to find the equivalent in Unreal.

There is the FSamplerStateInitializerRHI which takes in one filter. What is is this filter used for? I would assume that the filter method should be part of the texture, not the sampler?

Then, there is the Filter member of UTexture, what is this used for?

Is it possible at all to have different filtering methods for minification/magnification/mip-interpolation in Unreal?