I guess this will be a major roadblock to Unreal Engine offering such an automated ECS system, which is a real shame. There are certain types of games which do need ECS to make viable use of computing resources (simulations, etc). You don't see many of those on Unreal now and I guess you won't for the foreseeable future if this patent holds.
(not a lawyer, co-inventor on three patents so I've been through this, unfortunately as I didn't want to participate in that system, consult a lawyer before doing anything rash).
The claim matters, not their detailed description. The most harmful patents work that way: describe in detail a specific implementation, but write the claims to cover every alternative implementation you can think of.
https://jobs.funcom.com/jobs/975839-gameplay-programmer
Edit: the video https://youtu.be/QlKXPBFh5BM
From looking at the claims, it seems they are patenting archetype-based based ECS. In other words, not just vanilla "array of components" but "array of sets of components".
EDIT: yes, yes they did. What you see above is in fact clam 1, in it's entirety.
This is worse than usual. Usually "X patents (common thing)" headlines actually mean "X patents (common thing with weird twist)," which is a great deal less severe. This really looks like Unity got an actual patent on the actual ECS design pattern, the one that every game has used for the past 40 years.
They will be able to extort an awful lot of money with this patent before it gets overturned.