Are you referring to making custom scripted actions run in FixedUpdate, or updating the whole graph in FixedUpdate?
Generally speaking is not really advisable to update everything in FixedUpdate, but rather only physics related things that specifically have to do with rigidbody.
Taken from the Unity docs for your convenience, states that: FixedUpdate should be used instead of Update when dealing with Rigidbody. For example when adding a force to a rigidbody, you have to apply the force every fixed frame inside FixedUpdate instead of every frame inside Update.
Making custom scripted actions run in FixedUpdate.
For example in the FSM Super Action, has only Update, what are my options if i want to run a function in the FSM or Behaviour tree at FixedUpdate?