No sorry there is no 'block' nor 'pause', unless you make it yourself.
For example, there is no simple function to pause a game, so you also can't pause individual components: unless you make that system.
What you will need to do is not block events but actually send an event. Make a state called Idle or what ever, then give it a global transition with a name like Freeze or etc. In your other FSM (which things need to wait for), you do a Send Event to the global transition Freeze (in the FSM which is meant to be blocked from acting). It will then be trapped in idle (so a state not checking input, etc) until you send a new event (from the FSM holding things up) to yet another global transition called something like Unfreeze. The Unfreeze global transition may point to the same state your FSM starts in, or where it's loop back to point is, etc.
What gets more complicated is when you want to save the position you are unfreezing to. You see, as I said, there is no pause. You are breaking your process to go to a dead end state. So just to get more fiddly, what you will need is set some bools for key positions in your FSM. So when it gets to a key point (that you would like to unfreeze to) you set the bool on to know you are at there, and I guess turn all the other bools off to know you aren't at those other places. When you unfreeze, you go to a state where it checks the bools and figures out where it should route you to based on your last 'save point' established by the bools.