I don't know if this has been proposed yet, but this is what I would at least start with
bullet collision at offset (2,0) /** collision with a tilemap 2 pixels to the right side **/
-> set bulletcheck (boolean) to on
if bulletcheck is on & tilemap, compare tile at bullet.x+2 (I know this isn't necesarily how overlaps work, but hopefully you get my point), bullet.y = whatever tile you're wanting to find
-> tilemap settile (or) erasetile
of course, you would have to have checks for every offset of your bullet... I'm assuming this is like an 8 direction bullet, but I'm sure you could do something with the calculated angle of x and y and make it a bit more elegant using functions.
does that make sense though?