It WILL be a problem in most cases because your lighting will appear "inside out" when in game. Unless your using a very high-end game engine that can identify and flip the mirrored normals at runtime, you SHOULD NOT use mirrored normals as a general rule.
Remember the normal map is a set of three numbers that define a vector, stored in the RGB channels of the normal map. If you used mirrored normals in your normal map, you are basically making that vector point in the opposite direction. Don't do it.
It helps when UV-ing your model to place a texture on it that has some text. If the text appears backwards or flipped, you know that your UV's are pointing in the wrong direction.
----------------------------------------
"bond1 - You see this name, you think dirty."