I think you need to store the gameObject target in a fsmGameObject variable, and when your prefab gets instantiated in your scene, inject the gameObject target in question
I am currently doing that, but that's not quite what i'm talking about. I'm referring to events that are placed inside an animation, in the animation editor. Specifically, the "SendEvent" function within that.

That function can only send events straight back to the object which contains the animation, which means, my character
has to have an FSM listening for these events, which means i have to place those components on the prefab (regardless of how i bring it in to the scene). But every time I reexport my FBX, it wipes out all the necessary Playmaker components and I have to set them up again so my anim events have something to send to.
What would solve this would be, having the ability to select specific FSMs to target with the "Send Event" function in the anim events, or to broadcast the event. So, for example, under the string parameter in the "Edit Animation Event" dialog box, there would be a "Target" option, which could pick an FSM or Broadcast All. This way, we can remove the need to have an FSM component exist on a model, simply to listen for an event and send another event based off of it.
SOLUTION MOCKUP:

I suppose the other solution would be to have a dummy object hold the necessary FSMs, and apply them to the character at runtime, but that seems like a messier solution.
Does that make any sense? Is there a way to do this that maybe I missed?
Thanks a lot Jean,
Sean