Hi,
Typically, you would be better off forwarding the collision infos.
have a dedicated fsm on your gameObject, that when it collides, store the info and in turn fire an a custom global event like "PLAYER COLLISION ENTER" etc etc.
If another fsm wants to access this manually, it simply need to get to that fsm and get the fsm variables related to the last collision info.
does that make sense? I think it will be easier then trying to make an action for this, as the collision info are very much tight inside the fsm.
bye,
Jean