Hi,
currently, I don't think its possible as is, Maybe the PlayMaker exposes this possibility, but when I have to deal with such implementation, I tend to do the following:
1: either activate deactivate gameObjects
2: either activate deactivate Fsm Components
3: implement the logic via events that move into different states all together.
I don't see anything wrong in moving into different states based on the progress. It's normal that several Fsm react to a global event and work together to provide a feature. This is the only way to create rich features. so for example send a global event PLAYER JUMP. If he won the bonus to jump higher, the fsm responsible for jumping can either not implement computation for the jump height, and simply use a global var or get the height from another fsm, which would know about this case and adjust the height when the user won the bonus. This way the Fsm responsible for the feature is aware of the minimum tasks, while other Fsm revolve around this feature to adjust the properties ( and are aware of the context of the jump for example)
Hope this make sense
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bye,
Jean