Sure...Ok I ran AGS 3.4 as admin and that copied them all over when I re-compiled. I guess that answers that, thanks!

Whilst we're talking about it though, I do get compiling errors, "The plugin agsblend.dll does not have a Linux equivalent" etc. Are there equivalents for these, agsblend, agsd3dvsync, agsteam.dll - or how does one avoid these compiling issues if you have any info/suggestions on that please? I presume if the game isn't using them I can switch them off in the editor, but what if the game IS using them?
I'm curious about a comment you made elsewhere:
But I guess we must just admit that AGS does not support Linux. Over years no one actually took on maintaining the Linux version, so the chances anything will be fixed are close to zero.
and I just wanted to check if you were referring to running the AGS editor on Linux, or if you meant AGS
games (or something else?)? Whichever was meant, on that sort of note, what kind of problems do you envisage for games compiled for Linux, and how far down the line are they likely to occur? It's hard to ask that clearly... really I'm just asking what the potential hazards of building to Linux directly through the editor are, or may be, because that quote suggests something we need at a later date may not be up to date, or kept up to date?
Thanks for the help! It's kind of a gamble when you go Linux with AGS games regardless of whether the editor builds it or not, so I know I can't just hit a button and hope for the best (probably have to learn something and find a virtual machine to test etc). But any extra information may help me and others, as I wouldn't know where to look to find it - so thanks!