If you need this in BGE, you must code it. For now, blender doesn’t do this, but you can use Opengl, to store a copy of the uvmap, on which you can, for every frame, apply the transformation matrix (aka flow map).
I think this could be useful for regular shading as well to construct aniso rotation maps produced from milling toolpaths and so on. I don’t know if any cam software could export something like this even.