I made a post about this a while back but I wasn't really sure the problem was and I also did a crap job of explaining, but since I've figure it out, I thought I'd come back and ask again with the additional information. I have a base class for enemies in my street fighting game that extends the RigidBody3D and any specific enemies will extend from that class, so that I don't have to rewrite stuff like the health system and junk for each enemy, but the base enemy class has child nodes attached to it like a CollisionShape3D as its hitbox and a few other nodes, but when I instantiate an enemy that extends the base class it doesn't get the child nodes hooked to it. How should I fix this that the children are built in to the base class so that I don't need to attach all the needed child nodes to each enemy individually. NOTE: since enemies all different sizes and properties I was just thinking that the enemy classes could just manipulate the base class, like changing the size of the hitbox to match that specific enemy. Hopefully this makes sense because I am not the most mentally sharp right now.

but the base enemy class has child nodes attached to it

That would be in a scene then, not just a class. You will have to create an inherited scene first, because a class is just a single node.