Another way would be to fire a signal in Area2D that the enemy Kinebody listens to:
Something like this:
in kinematic gd add this
onready var bullet: Area2D=$"../Area2D"
func _ready():
var _err=bullet.connect("gotcha",self,"_gotcha")
if _err:
print("Error:",_err)
func _gotcha(howbad):
print(howbad)
In Area2d.gd under the body_entered signal add this
signal gotcha
func _on_Area2D_body_entered(body: Node) -> void:
emit_signal("gotcha","deadcenter")
pass # Replace with function body.