This is my actual set up, and for the moment I'm using this tutorial : https://www.youtube.com/watch?v=Mek4XtMhcMs&t=4s
which is one of a kind, never found any other guide on how to make 3D melee combat in godot without using some kind of rays which are useless...outside of a shooter game.... especially when your character is using a 1.8meters long greatsword.
BUT this method is very tedious, the tutorials have me add all the impact collision logic inside animations and for this to work, animations must be imported separately, which means that every time I notice something wrong with an animation and have to repair it in blender, or every time I need to add a new animation.... everything is gone and I have to re add all the collisions again.
which can be ok if you have 1 character with 1 combat ability... but when you have multiple characters with multiple combat abilities...it just gets depressing.
That's why I need something simpler, something that doesn't use the animation player, something that just a piece of code I can go and apply to every time and edit it a little bit.

Areato detect objects within bounds, and then do raycasts to check for line of sight (i.e. if they are not behind cover). - By the way, doing raycasts withPhysicsDirectSpaceState(withintersect_ray) is more efficient than usingRayCastin particular if you need to do a lot in a single frame. \$\endgroup\$