I agree this is something I should probably add, and if I make a 4X strategy example it is certaily something I’ll add in. The only way I can think of off the top of my head is a slightly hacky one. Add a new child of Unit_Parent that is invisible and has a move and range of 0. In the player controller you should check if this is the current unit and if so you should refrain from running a lot of the other code that is there, like many of the click actions etc.
Ah, ok. It is a macro you made yourself. Clever I thought it was something that came with the engine by default. It really should be, though.