Are state machines used for gameplay logic Fortnite or previous titles made by Epic?

Hard question to answer as the correct answer depends on the “context” in which the logic is being applied. For just this example if using in-place animation the state change can only occur once the trigger event has occurred so is always behind the game state to begin with. This means that every fraction of a tic matters and a typical requirement to exit one state and move into another, in a state machine, is the animation has to wait for a exit argument to maintain sync. The more added the more latency occurs.
Best practice wise the animation state should never wait for trigger arguments nested with in the logic as they are no longer required with group and sync markers.
So yes in a way they are cheap but tend to “become” more expensive the more complex the design becomes.