Rigid bodies should only be applied if you want the object to be effected by physics. Otherwise, a collision event will go off.
Experiment a few things for me Red.
-Create a sphere
-Add a sphere collision to it
-Add a FSM on it
-Create 2 states
-One state with a global transition (if you dunno how to do that watch the tutorial
www.digitalwarlords.com)
-Make that global transition OnCollision.
-Make another transition in that state (finished)
-Link that back to the starting state. *As like an idle sit*
-Create another sphere with a collider put nothing on it.
-Start the scene, click on the sphere that has the FSM move so that it hits the other one and watch the FSM inside of it.
That will give you an idea. The problem I am seeing is your using the Action "Collision detected" instead of the natural ONCOLLISION event that will happen in the FSM of the object that a collision occurs.
Things like
FINISH
ONTRIGGER
ect...
All those premade events are automatic events that are called out inside of the FSM whenever they happen to the object the FSM is sitting in.