Mirroring a normal map across a character allows you to optimize texture usage where all of the normal map detail is symmetric around the UV axis. For example, the two arms of your character may share the same normal map.
If both halves of the geometry are rendered into the normal map on top of each other, the mirroring of the normals introduces artifacts into the combined result. Therefore, you need to specify which half of the geometry defines the normal map (and which half just uses it).
Follow these steps to create your normal map.
Creating and displaying a mirrored normal map on a character or object: Option 1