Hi TwisterTwigleg,
Thank you for your answer !
I tried the solution you suggested, however it gives me all the used tiles, even the ones with no collisions.
To solve this issue, maybe I could draw my map on two distinct tile maps, one for the "walkable" (like grass and dirt) tiles and another with the "not walkable"(like water or void); but is this a good idea ?
Do you think it could be also a viable solution to parse the tile map directly from the .tscn using the Godot headers files ?
Thanks,
Solimy