The integration is flexible enough to allow you to use as little or as much AS and/or timeline animation as you want to do a given task. How you decide to handle animation is entirely up to you, but just try to keep in mind that anything over 30 fps in your Flash files is overkill, and complex animations at higher framerates have the potential to cause performance hits. Our Best Practices doc recommends keeping your UI framerate at no more than 30 or 40 fps, and possibly as low as half of your game's frame rate.
If all your UI animation is handled by UnrealScript, then I'm sure you could keep your Flash doc frame rate very low, but it would be alot easier to animate your UI in the Flash timeline than to write it all in UnrealScript. As Doublezer0 points out, you can't set your fps to 0. Setting it to 1fps is probably fine if you intend to control every aspect of the animation via UnrealScript, but that means that any animation or code controlled by the timeline will only animate/execute at 1 frame every second (with the exception of something like setInterval). Unless that is what you want, then every single animation would have to be controlled by UnrealScript.
There are so many variables to consider that I can't offer you a one size fits all answer. Just try to keep in mind what I've said about your max framerate, however you choose to proceed. Unless the UI *is* the game though, I really can't see why you would need it to run at 60fps. Of course, there are exceptions. Maybe a Flash-based mini-game might be at a higher frame rate - and even then, only a mini-game that requires quick reflexes and feedback.
If all your UI animation is handled by UnrealScript, then I'm sure you could keep your Flash doc frame rate very low, but it would be alot easier to animate your UI in the Flash timeline than to write it all in UnrealScript. As Doublezer0 points out, you can't set your fps to 0. Setting it to 1fps is probably fine if you intend to control every aspect of the animation via UnrealScript, but that means that any animation or code controlled by the timeline will only animate/execute at 1 frame every second (with the exception of something like setInterval). Unless that is what you want, then every single animation would have to be controlled by UnrealScript.
There are so many variables to consider that I can't offer you a one size fits all answer. Just try to keep in mind what I've said about your max framerate, however you choose to proceed. Unless the UI *is* the game though, I really can't see why you would need it to run at 60fps. Of course, there are exceptions. Maybe a Flash-based mini-game might be at a higher frame rate - and even then, only a mini-game that requires quick reflexes and feedback.
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