UV mapping is specific to a particular mesh. If you were to transfer UVs then both meshes would need the exact same arrangement of points and polygons (although their actual shapes could be different).
Think of it like this:
You have a cube which is made up of (for example) 6 polygons - one for each side. You take a piece of paper and draw squares on the paper for each polygon, then with some pins you pin the paper to the cube, so that each of the squares you drew covers one polygon/side exactly. Essentially you have just UV mapped the cube and if you colored the paper the color would fit on the cube like a texture map. You could even subdivide the cube and change its shape (perhaps to more of a sphere) and provided each polygon was divided equally your UV map would still fit because the original arrangement would still be intact at the lowest level.
Now supposing you had another mesh, with perhaps 10 polygons. If you tried fitting your paper on that then there would be 4 polygons which wouldn’t be covered.