Current state of the GameFramework module makes that a redundant effort.
In the end you’re just moving the problem somewhere else because all the objects inside a UWorld level are stored in Heap memory, doesn’t make any sense to develop ECS in heap memory
The way to make it work correctly is creating Instanced Skeletal Mesh component (which doesn’t exist in engine) and then modify engine source to re-implement the whole GameFramework system in ECS pattern to run on stack memory, no UObject, no UStruct, no net replication (custom network model)…
Good luck with that ^^
It’s same reason why Unity are rebuilding their engine, moving things to stack memory and CPU caches.