So when you specify a game object for this action by using a global variable where a GO should be stored, then run and use the action, it cannot find any state's name to return, as if it could not read (scan) the GO or not see that it has an Animator component?...
I think PlayMaker devs advise against using globals as often as possible, right?
You could emulate a global var though.
Use instead a separate FSM on an empty "manager" game object that has a FsmGO var where you could store the GO.
So instead of using a global var, the GO that is spawned and which, I guess, has a FSM that starts automatically on wake up, would have an action "Set FSM Game Object" that stores itself, the owner, into the FsmGO of the idling "manager" FSM.
Using FsmVars that way is better imho because it allows you to have a better view of the variables' values in the inspector. Despite being theoretically more exposed than "local" FsmVars (which are in fact equally public/exposed as far as I'm concerned), global vars are insufferably opaque and hard to keep tabs on.
Besides, FsmVars are easy to rename, which isn't the case with globals.