Flip Green
Normal maps come in two versions that differ only in the green channel. DirectX maps point green down and OpenGL maps point green up. Unreal and 3ds Max want DirectX. Unity, Blender, Godot and glTF want OpenGL.
Load the wrong one and the lighting flips vertically. Bumps look like dents, rivets look punched into the surface, and it looks fine from one side and wrong from the other. Flipping green swaps one for the other. Nothing else in the file changes, and running it twice gives you back the original.
How do I tell which one I have?
Find something with lighting you can predict, like a raised bolt or a scratch. If the light looks like it is coming from the wrong side vertically, the green channel needs flipping. Material Preview makes this easy to check.
Which engine wants which?
DirectX, green down: Unreal, 3ds Max, CryEngine. OpenGL, green up: Unity, Blender, Godot, Maya, and glTF assets.
Does flipping lose quality?
No. It is an exact swap of one channel, fully reversible, with no filtering or re-compression anywhere.
Related: Material Preview · Normal Strength · Renormalize