I've run into a complication trying to add screenshot capability to my saves.
The normal save operation involves clicking a button I've added to a save list. After the click, the game is supposed to save and then the save menu closes automatically. This seems to be just included as part of the basic save list functionality.
Everything works fine without having "Take screenshot when saving" enabled. When I enable it, the save menu fails to close on save and sits over top of everything else I do. I can still click the save buttons and save the game over and over, but the menu never closes. The backdrop menu image closes properly, but everything under the SaveGame canvas I made stays stuck on the screen.
I can confirm that the game correctly saves and takes a screenshot. If I force close and open the game again the new save file looks and works fine. The only issue is that the save menu won't close after I save. Telling it to close in an actionlist using the after save slot doesn't do anything, and using the check the menu state action fails to detect it as on.
Let me know if you require any additional details. Thank you for creating this excellent tool!
Comments
Are you using the SaveUI prefab included with AC, or a modified/new one? If modified, switch over to the SaveUI prefab (probably easier to just switch your Menu Manager to Demo_MenuManager and change the Save Menu's Source to Unity Ui Prefab), and let me know if it still occurs.
Though the Menu should turn itself off after saving, you can also run an ActionList whenever the game is saved - which you could try using to manually turn it off using the Menu: Change state Action.
Is this Backdrop Menu also built with Unity UI? When a screenshot is taken, AC will automatically disable all UI Canvases for one frame in order to take the screenshot without the UI in the way. This is likely the source of the conflict, but one thing I wonder: was this ActionList always being run both after saving and upon turning off SaveGame?
If so, as saving the game also turns off the SaveGame Menu, it would cause this ActionList to be run twice. Now that you've made it so that it only runs after saving, what effect does re-inserting the Engine: Wait Action have?
I will still see if a fix can be made for this scenario, however.
I've created a .unitypackage of the test project I made for you to compare with. Import it, assign the Managers, and run the test scene. When you press Escape to open the Pause Menu, and navigate to Save, you'll see white Backdrop Menu open as well. Upon saving, the same ActionList is run (except for the Object: Send message Actions), and all appears to work fine - both Menus close.
There may be some other factor at work, in which case you may be able to find it by comparing the two.
See if the project I sent works for you, and if so, try to find the key difference. If all else fails, you can send me your own project for me to investigate.