use get component to save the component as an object. Define the object variable to exactly the object variable type you need (like UnityEngine/MeshRenderer for example, you do that in the same tab where you create the object variable, just create it, select it and you should have the option to define it), Then use set property and set "Inherited-> enabled" to false on that object variable.
If the component is on the same gameObject as the FSM, or if the FSM-gameObject is not a prefab , you can also just drag the component from the inspector onto the content of your state (where all your actions go). After releasing the mouse button there you should get to choose whether you want to set or get any property on that object (component).