R0J0hound yes yes, thats the easy way but in order to use overlap you need collisions turned on. So the hard part this time was not using collisions, because i want to turn on collisions for objects in the line of fire of the player.
I'm Optimizing the game, so took down collision checks dramatically from approx 90 tick, by defaulting everything off, and just turning on for certain objects when needed. In this case, just before firing, and off again on hit. By only turning on colisions for objects in the line of fire, now my game runs at 1-2 colission checks per tick, mostly zero if any characters or bullets are not moving, or close enough to any obstacles.