The thing with collision is you have to go forward in time and back in time all the time
So with moving actors, like a bullet, you simply move it forward and back by it's velocity times the amount of time you move in time.
But I'd agree Game Editor makes it hard to apply this concept, because it breaks up completely the concept of Control->Update->Draw
EDIT: as for checking collision towards where you are moving, I've made an example of this in my perfect collision example, though it collides with everything yes, but if you create several actors and move them with the velocity of the main actor, you can effectively check all the colliding object and do action according to which had been colliding. I've used this in my latest Jason's World example. But game editor makes it buggy sometimes because of how it does the Control, update and draw all over the place