Substance Painter tangent space & triangulation still doesn't match with Unreal
Even with the recent baker update I noticed that the triangulation in substance painter still does not match with Unreals. Therefore even when baking with Compute tangent space per fragment: Enabled the resulting normal map will have issues in Unreal Engine.
to demonstrate i baked a flat plane onto a wavy quad plane in designer and in painter.
as you can see the painter bake has visible triangulation artefacts, while the designer bake is perfect.

i didn't test this, but i believe the painter/marmoset triangulation matches with Unity, but there is no toggle on mesh import to change it.
so such a toggle seems the only solution to be able to bake characters for Unreal Engine in substance painter without issues.
the non-highlighted planes are with triangulation before baking and then importing the quad mesh in Unreal, as you can see it just leads to even more visible baking issues.
