Hello,
Try
Get Position, then in the dropdown under Vector3, select
new variable. This should store the transform.position (as you see in inspector in the top row) into a Vector3. You can then use this variable and
Set Position at a later point. Make sure you use world space (i.e. not relative to parent objects).
Generally, don't hesitate to ask, but also just try things, you can't break much.
Another tip: save your scene, and make a new one. In the new scene, try out some actions in a very simple format. When trying things out, make the setup as simple as possible, using key down actions for convenience. For example, if you want to test out get and set position:
Add a cube. Attach a FSM to it. On start, get position, finish. In the next frame, use Key Down* (e.g. Tab), and hook this to a third state, set position. Hit play, observe the FSM doing the first state and waiting for the key down. Also click to the Variable pane, and onto the Vector3 and see if the values are changed. You can also click on Inspector, which shows it in the first FSM tab, as well as in the inspector FSM component. You can also click the cog icon above the variables and enable debug variables, which also shows all values currently stored (for all FSMs).
Now in the scene view, move the cube to some other position. Then hit Tab, and see if it jumps back to the position.
*For the actual game, consider using Input Manager, and Button Down actions.