That importer is probably part of the engine code, probably in C++, and if it is it will require recompiling the engine and using your custom build for your game.
From the docs on 3D importing:
.blend (Blender). This works by calling Blender to export to glTF in a transparent manner (requires Blender to be installed).
So it looks like the blender importer is already using the (recommended) gltf format anyway.
You can write a tool script that extends EditorPostImport and do things with the scene on import without having to modify engine code. I’ve used this to great effect on gltf files.