I'd like to have that action myself as well. Didn't find anything and tried to write it myself but failed at it. haha.
The activate component action recommended above is weird, because they seem to do different things (destroying) and well use complete different code which probably is not as performant for canvas.
As far as I understood it would just be one line:
CanvasObject.GetComponent<Canvas> ().enabled = false;
but I can't make it recognize the object.
Anyways, a clean and professional written action would be best for this since this is the recommended and official way by Unity to enable and disable a canvas. It basically avoids to redraw the calls if I understood correctly.
Being it the recommended way by Unity itself to use UIs like that, it should actually be part of Playmaker itself I think.