Normal Map behaving strange on quads

I’m having trouble with a normal map baked from high poly in Substance Painter (same problem if baked from Blender). What appears nice and smooth in Painter has strange artifacts in Unity, which reveal themselves on the quad lines. Take a look at the attached gifs to see the problem in action. Note the ‘pyramid’ shape that emerges on the rim of the cup.
Unity: https://gfycat.com/gifs/detail/WetEthicalAdder
Substance: https://gfycat.com/gifs/detail/GroundedWateryAntarcticfurseal

As far as I can tell, here’s what the problem isn’t:
-It’s not a roughness map problem. I can remove the roughness map entirely from Unity and the problem persists. I’ve tracked it back to the normal being the issue.
-It’s not a flipped Y on the normal, as caused by using DirectX instead of OpenGL.
-It’s not jpeg compression

It might be:
-related to image bit depth?
-Just the way it is

If anyone has any notion as to what would cause this, I would seriously appreciate the help.

It looks like you might be mirroring the model or maps there?
I think will cause problems with the tangent space calculations.
Unless corrected

You should be able to search for ways to fix it.

My mirroring, do you mean something along the lines of mirroring the mesh or having two points of the UV pointing towards one point of the UV? In that case, I don’t have anything like that. I’ll attach my UV map:

Solved! Bit of an unintuitive solution, but I’ll post it here for the next poor sucker with this problem:

Triangulate your mesh before importing in to Painter and baking the map. I think painter and unity might use different methods of triangulation on import, so the setup that seems to work best is remove uncertainty from the equation and just triangulate the mesh yourself.