This probably isn't very helpful, but here is a snippet I found in the lua files. It looks like they call a delay when a unit is created (or destroyed) and then call self:BuildMasterList() to rebuild all of the group data from scratch. So whatever is causing it, this is probably a known issue. They do the same when a unit is destroyed.
ZO_GroupList_Manager.lua
Lua Code:
function ZO_GroupList_Manager:RegisterForEvents()
-- During group invitation, we can receive a lot of event spam at once on a single invite when the
-- involved players are at the same location. Add a delay so we only refresh once in cases like this.
local function DelayedRefreshData()
self.delayedRebuildCounter = self.delayedRebuildCounter - 1
if self.delayedRebuildCounter == 0 then
self:RefreshData()
end
end
local function RegisterDelayedRefresh()
self.delayedRebuildCounter = self.delayedRebuildCounter + 1
zo_callLater(DelayedRefreshData, 50)
end
...
end
EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnUnitCreated", EVENT_UNIT_CREATED, RegisterDelayedRefreshOnUnitEvent)
EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnUnitDestroyed", EVENT_UNIT_DESTROYED, RegisterDelayedRefreshOnUnitEvent)