Hmm, ok. It is a bit hard for me to know the reason for it resetting when you are using a toolkit that is a mix between several versions. But with my suggestion you should not even have to worry about movement cost. As long as the AI units actually reduce their move points when moving, that is. Then you can just check if the move score is at its max value; if not that means the unit has moved. If this is not working because the AI’s move value is not being reduced for some reason, make sure to add this in the AI controller before the unit is instructed to start moving.
As for waiting for the next update, toy are aware that this will take a while, so you would need to be pretty patient in that case. I am also changing the names of a lot more variables and blueprints this time around. I’m confident you can solve the problems you are having. Worst case you can add a new boolean variable that you set to false when a unit is activated and true when it moves, and then you simply check this to see if you should do extra damage.