If you have Creative Cloud, you can download CS6, which has the functionality you need. Then if for some reason you want to continue in a crippled version of Flash, you can then open the files in CC and get the assets.
I've read the article, but it doesn't provide a way to do this in Flash CC.
It states that some functionality is present in Flash CS6 and earlier versions, and looks like it is not present in Flash CC.
Yes, I have the Creative Cloud (CC) version.
I saw that the CS6 version has the functionality I'm asking for.
Were you referring to the CC version as a "crippled"? Would you recommend using CS6 over the CC version of Flash?
Is it because of this "feature" or because of other features as well that are missing from the CC version?
It looks to me that the Mobile simulator works better in the newer CC version...
(simulates better touch screen wipes, long press, etc)
Question: If I start with CS6 version, then continue in CC version (like you wrote above), will I be able to return to the CS6 version (for importing more AI files) after I saved my project as a Flash CC version...?
I don't personally use CC because it has too many missing features (and this one is the most important that's missing) and because it is buggy. YMMV. We use BrowserStack for mobile simulation (note, if you're going to do this, get the Responsive plan). If you have enough devices, you may want to look at Edge Inspect or Ghost to run it on actual devices.
If you choose to continue using CC, you'd need to create a new file for importing the assets into, then open the file in CC and copy the assets across. I find that no matter what version of Flash you're using, you occasionally need to create a new file to import assets into anyway. For example if you're using CS6 FP 10+ it will insist on bringing in Illustrator text as TLF, so it's easier to bring the assets into a new file set to FP 9 and then copy the assets.
It sounds like a good workaround.
And I will try your suggestion about BrowserStack.